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Computer ED 


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О ONE LIVES FOREVER 2 | GIFT GUIDE | UNREAL TOURNAMENT 2003 


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for Rating Information 
© 2001 Infogrames Interactive Inc. All Rights Reserved. Manufactured and marketed by Infogrames, Inc., New York, NY. All trademarks are the property of their respective owners. Quicksilver Software Inc. 
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CONTENT RATED 8Y 
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COMING WINTER 2002 


WALD 


cgm * issue 145 


42 COVER STORY 


LUCKY 


15 


The stunning-looking XIII, plus twelve 
others to shoot for in 2003, including: 


City of Heroes 

Command & Conquer Generals 
DOOM III 

DX2: Invisible War 

Freelancer 

Full Throttle 2 

Halo 

Rise of Nations 

Star Wars Galaxies 


Star Wars Knights of 
the Old Republic 


Tron 2.0 
World of WarCraft 


BY JASON CROSS, CHRIS HUDAK, 
KEVIN RICE, AND CINDY YANS 


NEWSWIRE 


24 


25 


26 


32 


66 


Sid Meier's Legacy 

The question isn't so much whether the 
legendary designer will revisit some of the 
games of his past. It's merely which ones 
will they be 

BY ANDREW S. BUB 


"Ghosts" of Blizzard 


Blizzard announces its next game, StarCraft: 


Ghost...for consoles only 
BY STEVE BAUMAN 


Newsbutes 
What Are You Playing?, Top Sellers, 
Spotlight, and Offbeat 


PREVIEWS 


Of Human Bond-age 

007: NightFire pays homage to 40 years of 
shaken, not stirred, action 

BY SUZANNE ASHE 


Also Previewed: 
All American: 
The 82nd Airborne in Normandy . . . .36 


HARDWARE 


Technicalities 

When Will 3D Really Matter?—Gamers 
can't live without it, but the mass market 
ignores it 

BY JASON CROSS 


67 Q&A 
You have questions, we have answers 


68 Going Flat 
With prices falling and quality rising, it 
might be time to ditch that gigantic tube 
monitor and go with stylishly thin LCD 


BY JASON CROSS 

Reviews: 

Track GX odds aires os. rus 76 

НОТА COUGAR aie eee eoe onte oe 76 
REVIEWS 


78 No One Lives Forever 2: 
A Spy in H.A.R.M.’s Way 
Nobody does it better: Monolith is at 
the top of the gaming world with this 
superb sequel 
BY STEVE BAUMAN 


Also Reviewed 


America’s! Army. .--.-. ces а 92 
Battlefield1942- soi Saat 84 
Сеше Кто cs NACE А 94 
Dirt Track Racing2.............. 98 
Empire Earth: The Art of Conquest . .96 
Iirks:2003..:: O SC T ATAS. 96 
Майа ss а 90 
Medieval: Total War............. 88 
Prisoner. ot. W8L-c. АД eme. 94 
SpringiBIe8k ze egg 98 
Sybériac И. en 86 
The hinge СЕНДА ДД. А 92 


Unreal Tournament 2003 ......... 82 


In 1942, specially trained soldiers were deployed to carry out commando-style missions against 
the forces of Japan. They were cold as steel and could strike without warning. Through sweltering 


rainforests, sun-baked coral beaches and stinking mangrove swamps, these skilled heroes took 


the war to the Japanese. ay s 
% | | 
Bring the hard-edged intensity of the Pacific The puter. Arm your squad with an 
impressive arsenal of weapons for each mi . Expetience t! ry of that 12-man unit, known 


only as... The Deadly Dozen™. 


A 4A 
2002 nFusion Interactive, LLC. All rights reserved. All trademar 
5 sai 


pa dea 


Game 


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PUBLISHER 


Edward Cespedes 


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Ed Mitchell 


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please contact the editors. 


BPA 
V 


104 


18 


108 


110 
AFTERLIFE 
102 Out of the Box 
Mass Appeal—How to develop a shooter 
for the modders... and why you probably 112 
shouldn't 
BY BRETT TODD 


Tous in the Attic 

Toys for Bob is revisiting the legendary Star 114 
Control Il, and plans on giving it away for free 

BY BRETT TODD 


THIS MONTH'S DEMO CD 


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== Еа 


DEPARTMENTS 


Upfront 

Adult's Only—Gaming on the road to 
immaturity 

BY STEVE BAUMAN 


Rebound 
Understanding satire, loving BioWare, 
Britney Spears... these are our readers 


Road to Nowhere 

Ode on a franchise burn—Attempting to 
transcend the constraints of a medium 
BY CINDY YANS 


Inside the Sausage Factory 
Come on in, the water's fine...—(And you 
don't even have to quit your day job...) 

BY PHIL STEINMEYER 


Three Finger Salute 
Battlefield 2003—Reality has left the building 
BY TOM CHICK 


Big Time 
Sequel 


Try out Unreal Tournament 2003 
before you buy. It comes with a 
couple of game types, a couple of 
maps, a couple of models... but lots 
of entertainment. 


Also this month: 

No One Lives Forever 2 
America's Army 
Madden NFL 2003 
NHL 2003 


Plus wallpapers from DOOM III, 
Tomb Raider, Ghost Recon, and 
more. 


INSTRUCTIONS: The disc should autoplay once placed in your CD-ROM. If it does not, double-click on 
CGCD.EXE to launch the interface. If you have a defective CD-ROM, a replacement can be obtained by 
sending the original to: Computer Games, ATTN: CD Replacement, 63 Millet St. Richmond, VT 05477. 


Alter E э 
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call 1-800-771- ип. 
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n: 3 WWW. pRoject-Nomads.com 2002 CDV Software Entertainment AG. All rights reserved. Subject to change 


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"They make you wonder how "There should be no reason "We loved Civilization П, and 
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©2002 Infogrames Interactive, Inc. All Rights Reserved. Manufactured and marketed by Infogrames, Inc., New York, NY. Ай trademarks are the property of their respective owners. Sid Meier's Civilization®, Civ®, 
and Civilization are U.S. registered trademarks. Firaxis Games is a trademark of Firaxis Games, Inc. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries, Inc. All rights reserved. 


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18 


adults only 


Gaming on the road to immaturity 


Does your idea of a “mature” game include dogs having sex and/or 
public urination? It does if you're Acclaim, whose BMX XXX is the 
self-appointed poster boy for the “maturation of the game industry,” 
to use the words of its spokesperson in an article on CNN.com. Of 
course it’s hard not to wonder if this is a marketing stunt or some 
kind of desperate cry for attention since we’re talking about a compa- 
ny that managed to get someone to name their newborn child 
“Turok” for a year and advertised Shadow Man 2 on tombstones. 

What makes BMX XXX “mature” are the following features, taken 
from its website: “Live strippers, pimps, ho’s, and enough dog doo to 
make you piss your pants.” IGN.com perhaps best sums up the game, 
and their editorial style, saying, “You will see boobies.” 

All of you out there that have never seen “boobies” before, raise 
your hand, or some other representative part of your anatomy! Since 
it’s fair to say a large majority of readers—and at least 99.9% of our 
woman readers—can answer yes to the above question, how does 
this represent the “maturation of the industry?” That’s like saying 
American Pie is more “mature” than Signs because, you know, a 


Acclaim is correct, its existence and accep- 
tance in games is a sign of maturation. The 
appearance of more adult themes in games 
is inevitable, but the baby steps will, as 
always, be slightly less than subtle. 
There’s room for everything in gaming, 
including something like BMX XXX. To say 
otherwise is to ignore the existence of, say, 
Tom Green. Hollywood understands this. 
Some people only watch movies like 
Requiem for a Dream, while others only 
watch There’s Something About Mary. 
There’s nothing wrong those looking for 
“serious” entertainment or “non-serious” 
entertainment. Both may be “serious” 
about their interests. As\ with most filmgo- 
ers, I bounce back and forth between 
extremes, though I know I'd rather watch 
someone have sex with a pastry in 
American Pie a thousand times than be 
forced to suffer through more of Tom 
Cruise acting tormented in Eyes Wide Shut. 
The difference between Hollywood and 


4$ In adding more adult themes, whether they're sexual or not, it's 
time for some games to add more shades of gray, to at least try to 


show some consequence for your actions, some subtext, 
or some additional meaning. FF 


chick gets naked in it, and there's a sex scene with pastry. 

Yet BMX XXX gets publicity, alongside games like the T&A fest 
Dead or Alive Xtreme Beach Volleyball, as an example of how games 
are growing up. C'mon, people can do better than this. These are 
adolescent, "Wouldn't it be cool if..." designs, and they're probably 
considerably cooler if you hadn't seen actual boobies yet. 

Making these claims even more dubious is realizing that the 
themes covered in your average Final Fantasy game are considerably 
more "mature" than polygonal T&A. And that doesn't even take into 
account games like Planescape Torment, Deus Ex, or any Ultima 
game. What about the sharp and sophisticated humor in No One Lives 
Forever 2 [see page 78]? Even Max Payne tried to give some deeper 
meaning and resonance to its semi-random acts of wanton violence. 

But we're talking about sex here, and as everyone's always quick 
to say, "Sex sells." That's not entirely true; it draws attention, but 
that sort of notoriety doesn't necessarily lead to sales. $50 games 
aren't impulse purchases like the latest edition of Maxim, and due to 
the repetitive nature of videogames, sex appeal alone isn't enough to 
sustain a game. Gameplay, again, wins out. 

Sex will always find its way into games, just as it did back when 
Sierra's Leisure Suit Larry was called Softporn Adventure, and Cobra 
Mission emerged from the land of the rising nipple in the early “905. 
And there's nothing wrong with this. In fact, the spokesperson for 


CGM | DECEMBER 2002 


gaming, at least at this stage, is you can 
enjoy many films on multiple levels. Most 
games are only enjoyable on a purely viscer- 
al level. Few raise issues beyond, "The evil 
guy is doing something really bad. He's irre- 
deemably evil, and you must kill him and 
thousands of other irredeemably evil peo- 
ple." In adding more adult themes, whether 
they're sexual or not, it's time for some 
games to add more shades of gray, to at 
least try to show some consequence for your 
actions, some subtext, or some additional 
meaning. Moreover, as long as you're not 
dogmatic, none of this negatively affects the 
player interested only in "entertainment." e 


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ANNIVERSARY 


ACTIVISION. 


TM, ®, & © 2002 Paramount Pictures. All rights reserved. Star Trek and related marks are trademarks of Paramount Pictures. Game собе © 2002 Activision, inc. and its affiliates. All rights reserved. Published and distributed by Activision Publishing Inc. Activision act ivision.com 


is a registered trademark of Activision, Inc. and its affiliates. Developed by Taldren. The ratings icon is a registered trademark of the Interactive Digital Software Association. All other trademarks and trade names are the properties of their respective owners. 


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£ SIERRA NOLF2.SIERRA.COM | MONOLITH | Violence 


CONTENT RATED BY 
ESRB 


› 2002 Monolith Productions. Inc. All rights reserved. Fox Interactive, No One Lives Forever and their associated logos are registered trademarks or trademarks of Twentieth Century Fox Film Corporation, © 2002 Twentieth Century Fox Film 
Corporation. Monolith and A Spy in H.A.R.M.'S Way are trademarks of Monolith Productions, Inc. Sierra and the Sierra logo are trademarks of Sierra Entertainment, Inc. NVIDIA, the NVIDIA Logo, NVIDIA The Way It's Meant to be Played Logo and 
other NVIDIA Marks are trademarks of NVIDIA Corporation in the United States and other countries. The ratings icon is a trademark of the Interactive Digital Software Association. “Computer Games Magazine, PC Gamer, Computer Gaming World 


—YOU HAVE 60 SECOND 


421 
PL. 

— m ү 
sess Sio Rn 


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You'll need gadgets, lots of gadgets, 
30 \ - gadgets to master the art of becoming 
bb Г ш invisible, infrared goggles to start, maybe 
pb" a a grappling hook 


" 


Violence 


Suggestive Themes 


©2002 Electronic Arts Inc. Electronic Arts, EA GAMES, the EA Games logo and Challenge Everything are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All rights reserved. NIGHTFIRE Interactive.Game (certain 
James Bond related properties © 1962-2002 Danjaq, LLC, and United Artists Corporation. NIGHTFIRE is a trademark of Danjaq, LLC, and United Artists Corporation. GameSpy Arcade is © 1994-2002 GameSpy Industries, Ltd. The GameSpy logo and "GameSpy" 


tick a laser camera, tock and magnets tick all to help 
you obtain secret documents tock and then scale the walls 
of a large international organization 60 stories above Tokyo, 


tick or defend yourself from sniper fire high above 
the alps tock while dodging bullets from tick would 
be jungle assassins all in time to tock get the girl 


but don't pat yourself on the back yet tick because that Sixty seconds of Bond's world. 
was only one minute tock and there are still 1,400 left in the It’s more than most people 
day tick and 14 more classic Bond enemies to fight online. do their entire life. 


Challenge Everything” 


Bond related trademarks TM Danjaq, LLC. James Bond, 007, James Bond Gun and Iris Logos and all other 
tronic Arts™ brand. 


NEWSWIRE 


issue 145 • december 2002 


The question isn't so 
much whether the 
legendary designer will 
revisit some of the games 
of his past. 

It's merely which ones 
will they be. 


by Andrew S. Bub 


Sid Meier's Sid Meier! 


24 


Sid Meier is easily one of the 
most respected game designers 
in the business. To many, his 
name is synonymous with qual- 
ity gaming, and few designers 
have covered more genres for 
as many years. He was a found- 
ing member of MicroProse and 
left to form Firaxis shortly 
before that company was tossed 
around between Hasbro and Infogrames. Meier and com- 
pany partnered with the latter to bring Sid Meier's 
Civilization III to store shelves, bringing Meier and his 
original creation full circle. 

While this was an interesting turn of events, it was 
made even more interesting after Meier teased an audi- 
ence at Gen Con 2002 in Milwaukee, saying, "Since 
Civilization III was such a success, we've given a lot of 
thought to remaking some of my other games." He then 
asked the crowd what games it would like to see. 

Many told him they want a remake of Meier's leg- 
endary action/role-playing/strategy hybrid Pirates, but 
Meier only nodded and allowed that the game would 
look good with today's technology. He mentioned 
Colonization as a possibility, as well as his offbeat spy 
game Covert Action, but the crowd showed little interest 
in those titles. *How about Gettysburg?" shouted some 


wargame fan. Sid smiled and admitted, "I'd love to revis- 


CGM | DECEMBER 2002 


it Gettysburg, 
but those are Firaxis 
games, we already have the 
rights to it and Alpha Centauri." Then 
Meier tantalizingly remarked "Our deal with 

Infogrames gives us access to the entire MicroProse cata- 
log, so we have a lot of choices," then mentioned Master 
of Magic and X-COM. The crowd began peppering him 
with questions and other suggestions. 

For fans of any of those games, it's hard not to be 
interested in a modern day remake, or any of Meier's 
various tank, flight, or submarine games. What would a 
designer like Meier bring to games like X-COM or Master 
of Magic? Both games are seen as classics that easily 
rival the best of his own oeuvre. 

So what will the legacy game be? Meier said he's very 
interested in Master of Magic and X-COM. “We get a lot 
of requests for Pirates," he said with a smile, and when 
asked about the submarine sim Silent Service he said, 
"That and Red Storm Rising would be interesting to 
remake." When asked about Railroad Tycoon, he men- 
tioned only that he liked PopTop's sequel and felt no 
need to revisit that license. 

After the event, Firaxis backtracked somewhat, saying 
the company hasn’t actually secured any rights to old 
MicroProse games from Infogrames. “Sid Meier was 
probably being optimistic when he mentioned that,” 
explained Firaxis’ PR Director Kathy Gilmore, saying the 


company is negotiating for licenses but there was noth- 
ing she could specifically reveal. "I've been told we're 
negotiating for Sid's legacy titles," she said, but not 
the games Meier didn't design (like X-COM and 

Master of Magic). She could not deny, however, 
that other "non-Sid" titles might be included given 
what Meier said at Gen Con. She also said that the 
licenses were being negotiated one at a time and not 
in a lump settlement, adding that she was very opti- 
mistic about how the negotiations were proceeding. 
She confirmed that Firaxis plans to announce the next 
Sid Meier game soon after Civilization III: Play the World 
is released in late October, but couldn't guarantee that 
the announcement would have anything to do with 
MicroProse legacy titles. 

Interestingly, Firaxis recently licensed the Netimmerse 
game engine, a 3D engine used to power games as You take on the role of Nova, a lethal Ghost operative... or at least you will 
diverse as Star Trek Bridge Commander and Freedom on your console. 

Force. Of course, the new engine could be for some new 
non-MicroProse related title. Meier only admitted that 


3D has come a long way. “Games like Warcraft III and "Ghosts" of Blizza rd 


Age of Mythology prove you can use the technology 

without sacrificing detail," he said. Blizzard announces a new StarCraft ... 
Meier is notorious for extensive research, but when 

asked what he's been reading lately, he only smiled and for consoles only 

declined to comment, avoiding the bait. Then his family by Steve Bauman 

arrived and escorted him onto the show floor leaving us 


all to wonder about the next Sid Meier game, and what On September 20th at the Tokyo Gameshow, Blizzard announced its 

Firaxis has planned for MicroProse's legacy. next game, StarCraft: Ghost. Unfortunately, PC gamers interested in a 
Special thanks to www.mobygames.com for the use of 3D, third-person, Metal Gear Solid-styled romp through a familiar 

its scans of the old MicroProse games. e gaming universe will need a console to play it; it's for multiple *next- 


generation" platforms only. Co-developed by Blizzard and Nihilistic 
Software (Vampire: The 
Masquerade), it's scheduled 


^ for release in late 2003. 
Se pa ra ted at Bi rth ? "We're very excited about 
returning to the StarCraft 
If you thought Hamid Karzai looked familiar, you were right. Behold the disturbing series," said Mike Morhaime, 
similarity between the Afghani President and Bruno Lawrie from No One Lives pic ieee ie 


$ dent and co-founder in the 
Forever. (With thanks to Jason McCullough) press release, pointing out that 


the company's roots are in 
console, not PC gaming (the 
developer's first games includ- 
ed Rock N' Roll Racing and 
The Lost Vikings for the 
SNES). 

In other Blizzard console 
news, the company announced 
they would bring The Lost 
Vikings to the GameBoy 
Advance. e 


WWW.CGONLINE.COM 25 


NEWSBYTES » 


26 


WHAT ARE YOU PLAYING? 


Brenda Braithwaite 
Lead Designer, MicroProse 


"Dungeons & Dragons Heroes. l'm either working on it or playing it. It's 
really coming together now, and it's a blast to play with four players. As if | 
don't get enough at work, | play traditional D&D once a month, too, with 
some people from Infogrames Hunt Valley (formerly MicroProse) and a pro- 
grammer from Firaxis. | have Meverwinter Nights, but | have to wait until 
we hit alpha before | open it otherwise, I'll get no sleep at all. My favorite 
game, of course, which | play night and day is SimDiaper and RealMom 


with my 19-month old daughter, Maezza." 


Jason Hall 
C.E.0., Monolith Productions 


"Aside from Vo One Lives Forever 2, | have been playing and quite thor- 


oughly enjoying WarCraft III on Battle.net. | have set 


up a special ‘strategy 


practice’ account and have been using it to try almost every single funda- 


mental strategy that | can think of. By ‘fundamental,’ 


| mean a generalized 


theme that | can successfully use consistently throughout the game.” 


Play 


Mare 


Games for a Living 


Get in the Game! Careers in the Game Industry 
by Marc Mencher 
New Riders [www.newriders.com], $29.95 


Mencher wants to tell you how to get a job. Before 


founding a game recruiting firm (Game Recruiter), he 

worked for Spectrum Holobyte, MicroProse, and 3D0, 
and later as a board member of the International Game 
Developers Network. He created his book to assist you 


in obtaining a job in the game industry. It includes 
information from over a dozen folks in the industry 
telling you how to meet people and dupe them into 
hiring you, or alternately how to acquire the skills 


Poker goes Tetri 
5 Card Dash $19.99 
Any fan of Tetris-style gameplay will want to take a 
look at this game from CogniToy, creators of the 
intricate strategy game, Mind Rover. This excep- 
tionally addicting product challenges you to create 
poker hands from randomly falling tiles, as you fight 
for high score. There is a mind-boggling race 
against the clock, an un-timed puzzle mode, and a 
freelance practice mode. 

While it might seem straightforward, bonus 
cards, special action cards, wild cards, and cards 
that “eat” the currently falling card (Chomp cards) 


CGM | DECEMBER 2002 


that properly “sell” yourself based on your merits and 
background. It covers creating demos, handling 
interviews, negotiating salaries and Mountain Dew 
allowances, while discussing specific careers in 
game design, programming, art, and production. 


all bring a much more 
strategic element to the 
game. Gameplay is level- 
based, each level requiring 
you to complete certain 
combinations of hands, and 
beware, you may find your- 
self falling victim to the lit- 
tle voice that urges “just 
one more hand...” The 
game is shareware, and 
you can download a demo 
at www.cognitoy.com. 


TOP SELLERS 
WARCRAFT Ill: 
1 REIGN OF CHAOS 
Blizzard Entertainment 
Rating жж жж 


тиса 


THE SIMS: VACATION 
Electronic Arts 
Rating Xk Xk 


| EMEN SEHR 
THE SIMS 

3 Electronic Arts 
Rating жж жж; 


MADDEN NFL 2003 
4 EA Sports | 
Rating Xxx 


NEVERWINTER NIGHTS 
Infogrames 
Rating Жжжж жж 


BACKYARD BASEBALL 2005 | 
Infogrames 
Not Rated 


[lorte Ig eu 
MEDAL OF HONOR: 
7 ALLIED ASSAULT 
Electronic Arts 
Rating жж xk 
اا‎ 
EEA SRE 


THE SIMS: HOT DATE 
Electronic Arts 
Rating xxx 'Z 


GRAND THEFT AUTO III 


Rockstar | 
Rating жж XxX | 
. 
MEDIEVAL: TOTAL WAR 
1 0 Activision 
Ў Rating xxx 


11. Zoo Tycoon; 12. The Sims Livin' Large; 

13. RollerCoaster Tycoon; 14. RollerCoaster 
Tycoon Gold; 15. Diablo Il Expansion Set: Lord 
of Destruction; 16. The Sims House Party; 

17. StarCraft: Battle Chest; 18. Age of Empires 
Il: Age of Kings; 19. Harry Potter & The — 
Sorcerer's Stone; 20. Icewind Dale II E 
Source: NPD INTELECT® Market Tracking. The December listis 


based on units sold by forty-two retail chains, representing more 
than 80% of the U.S. market. Meena 


HHEWE 


He who builds superior city 
makes grand gesture. 


0 are trademarks of Sierra Entertainment, Inc. The BreakAway 
.S.A., which may be registered in certain other countries. 


ing Series logo, and the Impressions Games m 


v em Ф designates trademarks registered in the 


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Introducing history’s first multiplayer city 


1 in A sim, complete with a serious mean streak. s CFL ж b E , 
— Join forces with neighbors to erect authentic ede Е ә { 1 1 €j Q7* 

EVERYONE Chinese monuments and structures, or A $2 0 “ев Rise of f the Middle Kingdom $a) 

Violence annihilate on-line rivals with ruthless EE. 


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military tactics and underhanded diplomacy. QR Ж, . : emperor.sierra. com 


All in the most civilized manner, ol course. 


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EVERYONE 


Visit www.esrb.org or 
call 1-800-771-3772 
for Rating Information. 


E2002 Electronic Arig inc. SimCity, The Sims, Бебзопіс Arts, EA GAMES, ЁЁ EA GAMES logo and Challeage Everything are trademarks fr registered trademarks Ей Arts Inc. in the U Sfänd/or othe tries. All sights reserved. All other Рзин йесі, are the property of thelf respective owners. EA GAME an Electronic At Grand. 


15 Limo tt Your Sims / 


Place yoursimsinyour city, 
to getthe inside'scoop on 
Whats going on around town 
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"cand competing for resources) К 


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Feel the rhythm of the city: ) 
peaceful protests and rowdy riots, | 
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ity of your dreams. Immerse yourself in the lives of your Sims. 


Challenge Everything 


“the game looks amazing — the explosions, detonations, 
and other effects are spectacular." 
—Computer Games— 


| (^Y 
CIneas sure ۰. 
P DLA ^ М WET , E 
Ез aR t i ic ل‎ чы ы 
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www.disneyinteractive.com 


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d Ships -and 
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. _ ere uoiruie never seen 


“it’s a swashbuckling good time.” 
—Computer Gaming World— 
e 
^ Fierce combat with | 
powerful aduersaries » 
B 
^ the six full servings of multiplayer. should ү 
more than-accommodate even the most xs 
gluttonous of gamers." c 
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007: NightFire pays homage to 40 years of Shaken, b 


but not stirred, action 


by Suzanne Ashe 


After a number of 
demonstrations of James 
Bond 007: NightFire 
where Electronic Arts 
didn’t allow anyone to 
actually play the game, 
it’s hard not to get antsy 
while the game’s pro- 
ducer, Michael Condrey, 
runs through three lev- 
els before turning over the controls. You control Bond as he starts off 
high in the Austrian Alps where he needs to penetrate a castle and 
collect data about a Nuke Lord named Drake. After you jump from a 
bomber and land near the target, you need to stowaway on a trans- 
port to get behind the stone walls—don’t fret, however, there are 
other ways in, including a shooting out some searchlights and pick- 
ing a lock. Although ammo is plentiful, it’s never a problem to pluck 
more from an enemy’s corpse. There are a few goodies, though, 
which are in short supply and warrant some careful handling, one of 
which is a mini turret gun in a briefcase. Toss this baby into the fray 
to lay down some ground cover while Bond scurries away. 

After gathering pertinent intel, Bond makes his way to Tokyo 
where he sneaks past several civilian guards and gains access to more 
sensitive material. No use going in all Chow Yun Fat (the powers that 
be nicked the double-fisted pistol action that the developers threw in 
as added firepower). Here, a lighter touch is required. Dialing up the 
menu of gadgets he has at his disposal—a key chain/stunner, a ciga- 


| [above] Storm troopers below! >>> That batch of cleavage does 
| warrant sunglasses removal. 


CGM | DECEMBER 2002 


rette lighter/camera, and a fountain 
pen/dart gun, and a PDA/decoder—Bond 
can effectively disarm the guards, disable 
the alarm system and take over the control 
room in about the time it takes the average 
bartender to shake a chilled cocktail. 

"These guards are sneaky,” says 
Condrey. "They'll hide behind one-way 
mirrors, duck behind objects, kick back 
grenades, and do just about anything to 
take Bond out." He suggests that setting up 
hot keys before hand will aid in accessing 
each device. 

After disabling key areas of the techno 
terrorists regime, you jet off to the South 
Pacific where you dive headfirst into more 
trouble. At Drake's offshore lair of evil you 
are able to crack a code and plan the next 
move. After swimming through the treach- 
erous South Pacific Sea, you next blast off 
to an orbiting Space Station where you go 
toe to toe with villains in space suits and jet 
packs. Other levels include infiltrating Fort 
Knox and schmoozing in a high rolling casi- 
no. Enemies and allies are plentiful on each 
level, as are weapons. Some guns are even 
stashed in secret areas. One such cache of 
goods can be found behind a bookcase 
Harry Potter-style. You can get to them by 


ШШ 


< PREVIEWS 


"Do you read me, Chief? How 
about you, 99?" »»» [below] Able 
to scale tall buildings in a million 
awkward steps. 


pushing the right tomes, until the bookcase Job to Pussy Galore. 


rolls back revealing the vault behind. All in all, it appears there is plen- 
You can easily shift the camera angle ty of action to accompany this inter- 
around to take advantage of the massive active tribute to the Bond films, 
levels and intricate architecture. The view which celebrate their 40th anniver- 
can even track Bond from a distance, as in sary this year. NightFire will debut 
the case of the character inching across a this winter during the same time- 
high wire. From this view players get a frame as the motion picture release 
clear, yet somewhat unsettling, shot of of Die Another Day. And if 
actor Pierce Brosnan's face. Indoors and at Electronic Arts and developer Gearbox Software have anything to say 
night players can pullout the infrared gog- about it, NightFire will intrigue you enough to Play Another Night. e 


gles, to peer behind a rice paper wall, or 
perhaps just to scan a potential date with 
the aid of x-ray lenses. And no secret 
agent's life would be complete without the 
crack support team of the perpetually irri- 
tated Q, M, and Miss Moneypenny. 
Although the game has all the flavor a 
Bond feature film, including the Aston 
Martin, there is no way to drive the car— 
it's all done in cut scenes (the console ver- 
sion of the game, developed by Eurocom, 
offers seamless driving play). Instead, the 
PC game offers online multiplayer levels. 
Here players can take on the persona of 
number of Bond allies or enemies in “cap- 
ture the flag," or “Good” vs. “Evil.” Players 
can assume the identities of Zoe (from 
Agent Under Fire), or anyone from Odd 


Bond takes on 
three laser- 
equipped gunmen 


with his Vil old 
pistol. 


WWW.CGONLINE.COM 33 


SUGGESTIVE THEMES SONY ONLINE 
» ENTERTAINMENT 


Я nk : p k bs , si fe ў 2 1 б, ^ жу "а 
BLOOD & GORE Å -q І < ен 
VIOLENCE = CD 
ESR 


^ All Whi Challélt&e Me 
SHall Feel My 
Vengeance айа Find Shall 
Rdir FIOM the Sky.” 


Solusek Ro, The Burning Prince 


ehold the portals. Journey to the throne rooms of 
the Gods of Norrath and challenge them to battle. 
In the Planes of Power lost treasures, mighty challenges, 
and adventures unknown await the hearty and brave. 

Classic version of EverQuest included 

18 new zones for experienced players 

New translocation zone specifically linking all cities 


Hundreds of new and powerful weapons, spells, armor, & jewelry 


Over 50 new creatures to combat including - 
Rallos Zek the God of War, Bertoxxulous the God of Disease, 
Saryrn Goddess of Torment, and more 


Dozens of enhanced quests for experienced and 
non-experienced players alike 


Also look for the 


: gore official EverQuest Atlas, 
] a complete and detailed 
collection of all the maps 


of Norrath. 


EverQuest is a registered trademark and The Planes of Power is a trademark of Sony Computer Entertainment America Inc. SOE and; SOE logo are trademarks of Sony Online. Entertainment Inc. 
© 2002 Sony Online Entertainment Inc.; portions © 2002 Sony Computer Entertainment America Inc. All rights reserved. 


There will be a game based on Quentin Tarantino's 
upcoming Kill Bill. The movie stars Uma Thurman as an 
assassin who swears revenge on her former master and his 
Squad of international assassins. [Black Label Games] 


DS е ел 


Lord of the Rings Е СКС 


Expect even more Lord of the Rings games down the 
road, including Middle Earth Online, The War of the Ring 
(a real-time strategy game) and games based on The Two 
Towers and The Return of the King. [Vivendi Universal) 


6; : E ASIUME 


| 


EL. 
American Conquest Ls AA 


Due in mid 2003, this real-time strategy game gives you 
control of one of 12 different nations in the Americas. 
Multiple campaigns and missions will bring you more 
than 300 years of armed conflict from 1492 to 1813. [CDV] 


IL-2 Sturmovik: Forgotten Battles 


This expansion for the superb flight simulator adds 30 
new missions, 27 new flyable aircraft, and a dynamic 
campaign. [UbiSoft] 


Invasion from the Skies 


All American: The 82nd Airborne in Normandy 


promises up close and personal wargaming 
by Jeff Lackey 


All American: The 82nd Airborne in Normandy hopes to build on the venera- 
ble tradition of turn based, squad level, tactical PC games (think X-COM and 
Jagged Alliance 2) with its realistic depiction of small unit actions in WWII's 
Normandy invasion. Its predecessor, 101: The Airborne Invasion of Normandy, 
was praised for its depth and authenticity. Designer Tim Brooks’ goal is to 
retain all of the features that players enjoyed in that game and improve on the 
few areas that gave cause for complaint. 

Like its predecessor, it presents you with a large roster of individual soldiers 
of varying ranks, personalities, and skills from which you must assemble and 
equip a squad. Reaching the battlefield will be half the battle: as is historically 
accurate, the transport plane may be hit by flak, paratroopers may be wound- 
ed, separated from their squadron, or fail to survive the jump. Thus the first 
task will be to reassemble the squad and then attempt to ascertain, from the 
game maps, where the team has been dropped relative to the mission objec- 
tives. The game then simulates the encounters and battles a WWII small unit 
might face as it strives to accomplish the missions. The plan is for the missions 
to present enough variability to allow the campaigns to be replayed without 
becoming predictable. 

As with many wargames, it’s attempting to appeal to grognards and casual 
gamers alike, allowing the hardcore to control minute details such as weapons 
selection while permitting novices to automate these choices. Improvements 
include new art, more varied missions (including street fighting,) improved AI 
behavior, and more weapons effects. One common complaint about 101 was 
the slow soldier movement; designer Brooks says this has been addressed, and 
the crippled “group move” function fixed. 

At this point of development, The 82nd Airborne in Normandy appears to be a 
nice upgrade to 101, maintaining it’s strengths and fundamental gameplay while 
improving on the primary flaws. It should be available by the end of 2002. e 


[above] As in the real 
event, the odds of 
your paradrop going 
as planned is quite 
low. >>> [left] АЦ 
American will intro- 
duce the option of 
allowing enemy sol- 
diers to surrender 
(and perhaps provid- what a ae fita. Ж werk. 
ing vitat information). Lo set лу фин : 
herd, We have been шашы it r the last 3 day 
such am y time here- half of 


GREAT LEADERS 
RESOLVE CONFLICT 


کے e £e‏ س س س اک ee ee‏ ے سے TERUR.‏ 


ТІНЕ UNITED NATIONS 
ISECuAIPY COUNCIL: 

į Established in Geneva (1945), this 
! center for diplomacy. and the peaceful 
¦ settlement of international disputes 
i has had a spotty record. In times of 
! global crisis, the United Nation does 
{ their best to prevent armed conflict. All 
Î too often, however, it is not enough. 


x га . Seen > 
4 


2 


By PETER CROSBY 


ecent military aggressions around the globe have many 

nation’s worried. Between the United States, China and 
the Global Liberation Army, tensions run high. Their leaders profess 
no interest in escalating the situation, but words ring hollow when 
satellite photos tell a different story. The issue is no longer “Will 


there be military conflict?” but instead, “Who will prevail?” 


ORDS LIKE: 


ONTHE BRINK 
OP ARMAGEDDON: 


Depite their inferior military resources, 
the GLA still poses a real threat to 
worldwide security. 


military resources 


International support for 
military action 15 minimal at best. 


Aggression by either 
China or the US will be 
unanimously and publicly 
derided by the global 
community. 


Not surprisingly, 
most countries still 
contend that 
non-violent embargos, 
boycotts and interna- 
tional pressure are more 
effective than violence. 


Visit www.esrb.org or 
call 1-800-771-3772 


for Rating Information. 


LOOS= GANNON: 


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UNITED STATE 


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Despite the difference in resources, all three forces 
achieve an eerie kind of parity. The GLA's low-tech- 
approach is no less effective than either China's 
superior forces or America's advanced technologies. 


Challenge Everything 


Triskaidekaphobia. Now there's a wordy 
don't hear every day. Strictly, the моҝ ге 
the unreasonable fear of the nuniber33— 
prime number, a Fibonacci number—it do 
get scarier than that. Unless you count W 
Craven's masked mass-murderer; or Kevi 
Bacon, who died in the first Friday the 13 
and has been dying in films ever since. T 
word comes from the Greek, from tris, m 
"three", kai, meaning “апа”, deka, meani 
“ten” (mathematicians may confirm that 
“three” and “ten” make thirteen), and ph 
meaning “fear” or “flight”. 

In the 1980s, writer Jean Van Hamme a 
illustrator William Vance collaborated on 
Belgian comic book Х///. UbiSoft jumped 
franchise, so you can now expect a swee 
edged shooter that takes the triskai-Gree 
adds Belgian, a touch of French-Canadia 
American, and serves it up warm. Okay, it 
hardly Craven-esque, but you can still ex 
an adventuresome and gripping story with 
few holes, most created by your arsenal. 
is a peek at its innards, and just for the 
triskaidekaphobic amongst you, here’s t 
of its buddies that serve as some of the 
anticipated games of 2003. 


The stunning-looking 
XIII, plus twelve 
others to watch 

for in 2003 


by Jason Cross, Chris Hudak, 
Kevin Rice, and Cindy Yans 


All niche comics make great games 6р0 best- 
sellers. Isn't that a given? Of course natgpublishems with 
“best-seller” dollar signs in their eyes generaly want to т Ке 
games for Everyman. Why, then, did ОЪ Ө OP O nêkê ù 
shooter adaptation of Jean Van Hamme's {ЙИ ВЕ АНОНС 
series, XIII? 

Because tiny is relative. Found only in FENG TEKE 
nations from Seychelles to Burkina Faso— Well EYBE hot all 
French speaking nations—the XIII comics рау Ы іопѕ 
of copies. That's not so “tiny” after all. The galê E Mique in 
its look and tone, and it will be focused ЗИ ИШЕ ыу 
for each of its release platforms, ФА ВЕРО ОЕ the 
heaviest because of its strength а ИЙ Ее шаан 

So why did they make it? Beca HEY опена 
would be, in a word, “cool.” 

The character you play is XIII. You аг апер оиа 
beach with the Roman numerals tattggedion vour clavicle: 
but with little else tattooed in у БАШ Amnesia a pioi 
device found in works from Pi@i@seape fonment to КОБЕН 
Ludlum's The Bourne Identity ма Speaking OF Bourne, tet s 
see... a man dragged from the Meditemanean ais appearance 
altered, amnesia...certainly тап Ж ave kened ХШ йе 
Ludlum Bourne books. But Van НАШЕ НА EE, indi- 
cating that his alcoholic doctor сһага е Е ОШУ element 
similarly contained in the Ludlum work, and а the rest of 
his ideas differ radically from those in the book. 

Your mission is to find out who you really are and why all 
these people are trying to kill you. “You don't know who you 
are when you start, but then you discover who you think уа 
are, but then, in fact, it turns out you're not that рег5@ 
you're somebody else pretending to be that person fof SET 

son," explams 
brand та е 
John Согһ!@ 
In fact, you ES 
secret govern- 
ment agent who 
is part of an 
organization thaf 
is linked to a presidential assassination. So you think you aa 
XIII, but actually you are that government agent pretending to 
be XIII. The super duper FBI doesn't know this, however, and 
is pursuing you for your role in the assassination. The other 
Roman numeral people (and there are nineteen more of them, 
from I to XX) also still think you are XIII, but now they have 
their own vendetta against you. Have no fear, as a General 
and an undercover super duper government group that know 
who you actually are, and they are there to help you. 


WWW.CGONLINE.COM 435 


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y'all comin 
over to the party? 


You're in charge of your own double wide empire with Trailer Park Tycoon. Your new neighbors are a bunch 
of crazy characters like fishing guy, gothic girl and mullet dude. And they're all looking for a cheap and easy 
place to live. Dodge tornados and alien abductions as you create the perfect setting for your new tenants. 
Build a laundromat, open a shooting range or plant some pink flamingos in the front yard - it's all up to you. 


Soon you'll be kickin' back in your barcalounger downing cold ones and collecting cash. 
EVERYONE 


2002 Jaleco Entertainment, Inc. All rights reserved. Jaleco Entertainment, Jaleco Entertainment logo and Trailer Park Tycoon and the Trailer Park Tycoon 
logo are trademarks or registered trademarks of Jaleco Entertainment Inc. in the United States and other countries. 
INTENT RATED BY 
SRB 


J ENTERTAINMENT 


lucky 49 


Major Jones, an Air Force officer who can pilot various military aircraft, is part of this cor- 
rectly informed group. She tries to help you discover the truth about your identity and about 
the assassination. “To describe her role we can say that she’s a kind of ‘guardian angel’ for 
ХШ,” executive producer Julian Bares says. “For instance, she will help you to escape from 
certain places where you are outnumbered by enemies, or from bases where you're 
jailed...Other times, she will give you concrete instructions on the objectives of your mis- 
sions—go destroy this, steal these documents, etc." 

Your amnesia abates slowly throughout the game, and your moments of recall are illus- 
trated in flashback sequences. Unlike cutscene flashbacks, these sequences will allow you to 
move around and interact within them. You can disregard their complexity and return to the 
shooter at hand, or you can linger a bit and get a clearer picture of the backstory. And 
they're all stylized with a kind of glow around the characters that differentiates these 
moments from "real" time. 

If you ask around about this game, probably the first thing people acknowledge in recog- 
nition is, *Oh, yeah. That's that French thing with the cel shaded graphics." Cel shading is 
the art of rendering objects to give them a “cartoon-y” effect. In a nutshell, it is a way of 
lighting 3D models. The models are rendered just the way they would normally be, but the 
artists use only one or two colors on the surface, so instead of all of the nuances of realism, 
you get solid colors and an object that looks hand drawn, like the “cels” of old cartoons. 

Cel Shading has not been as popular on the PC as it has in many console games, and 
while Jet Grind Radio, Sly Cooper, and Auto Modellista have wholly embraced it, XIII is the 
first PC shooter to use this technique. What is interesting is that, in this case, UbiSoft has 
moved away from the trend we have seen ever since 3D became de rigeur for shooters, 
namely that designers strived harder and harder to make them more photorealistic. Although 
a departure, this style is extremely compelling in a first person shooter, from its visual comic 
book appeal to its onomatopoeia. Bam! Zowie! Boom! and many other interjections pepper 
the combat scenes and a persistent audiovisual "Tap tap tap" effect indicates that something 
sinister is likely going on around that corner or behind that door. 

Although XIII is not innovative in its inclusion of somewhat more “refined” gameplay 
than the DOOM-like Quakedom preferred by some (it's more about stealth and the mastery 
of a few weapons than about dragging out the Big Guns), it still rounds out the experience 
with a few tricks. There is cooperative gameplay in which scripted missions involve work- 
ing with the NPCs to your advantage. "The dynamic AI gives NPCs the capacity to evaluate 
if he needs to help, to run, or to cover XIII,” explains Bares. “For example, in one level, 


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J ENTERTAINMENT 


46 


AAA 


players will cover the NPC, Major Jones, as she runs across 
a roof littered with gangsters. When you successfully get 
her across, she will in turn cover you. Like any character 
of the game, the AI will go through some routines and eval- 
uation to dynamically adapt itself to the player's decisions 
and movements." ; 

As with Tom Clancy's Splinter Cell, you'll be able to drag 
your enemies in front of you and use them as human shields. 
To do so, you need to sneak up behind one and grab him by 
the neck. And after he has served his purpose, or if he has 
begun to hum Country-Western music, you'll be able to dis- 
pose of him by handily breaking his neck and dropping him 
on the ground. 

You're not Bond, and you're not McGuyver. Instead, mas- 


command & conquer 


even more clones than, say, Myst. In its latest iteratfén, Generals, 


tering things like knives and crossbows becomes important, 
as does finding weapons in the environment. If you don't 
have a gun, or if it would be too noisy to use one, you can 
pick up everyday objects to wield instead. Ashtrays, chairs, 
bottles, rubber chickens with a pulley in the middle, fire 
extinguishers...even pieces of broken glass can serve as 
throwing weapons. And yes, there will be guns for those 
who must have them, from pistols to machine guns and 
sniper rifles. 

Unlike the version on somewhat more "simplistic" plat- 
forms, the PC incarnation of the game will be able to host up 
to 32-player online matches and will also include a map editor. 
Since so many stoic level builders have had hands-on experi- 
ence with many of the other Unreal-based editors, making 


Command & Conquer is one of the 
enera $ games that introduced the world to 
real-time strategy and garnered 


Chinese are protecting their border zones from Global 


Liberation Army (GLA) terrorists, and this time, there is no full-motion video at their disposal (hip hip hooray!). Instead, the 
story will unfold during in-game cutscenes interspersed among three eight-mission campaigns, as you choose one of three fac- 
tions upon which to impose your will and attempt to control the GLA situation. Instead of the normal difficulty progression 
from campaign to campaign, you'll see that this time Westwood has balanced the difficulty levels as equally as possible among 
them so that you can play them in any order. The game also introduces a new line of leaders, including the U.S. Commando- 
like unit, the GLA sniper, the Chinese hacker, and more. So just when you thought you couldn't absorb another Command & 
Conquer game, along comes Generals, which should be at least a "departure" by this point. Well it is, and it isn't. 


it cannot continue to shine as brightly unless its games stand 
out from the rest, it has taken pains to help this happen. 
“What sets Generals apart is it’s unique and exciting approach 
to the real-time strategy category. We're creating a 
*Hollywood-action-war movie" type of experience that people 
can identify with more than they do with orcs and gods," 
explains Skaggs. “Beyond that and our outstanding graphics, 
we're working hard to evolve and perfect gameplay with fea- 
tures like enhanced veterancy, building and unit upgrade, and 
a new approach to online rankings and ladders systems." 

All right, then, it sounds a whole lot like...a Command 
&Conquer world. But you'll take it. Right? 


CGM | DECEMBER 2002 


you're seeing today on CNN." But since Westwood knows that 


“The franchise has always explored modern war- 
fare with a particular style and pacing of gameplay," 


“We're creating a “Hollywood-action-war 
movie" type of experience that people 
can identify with..." 


says Mark Skaggs, general manager of EA Pacific 
and executive in charge of production for Command 
& Conquer: Generals. "Since it's inception, we've 
visited the high-tech, sci-fi oriented world of 
Tiberian Sun and the over-the-top alternative history 
of Red Alert. Generals continues this trend by 
exploring the chaos and intensity of the modern war 


maps for this game should be 
a smooth transition. 

So the XIII comic adven- 
ture of the 1980s steps into 
this decade, boldly and con- 
fidently, with a retro-trendy 
twist. Sometime next year 
we'll see if it cuts the mus- 
tard. If it does, that might 
prove that publishers don't 
necessarily need to target 
Everyman. And that would 
be, in two words, very cool. 


= 
== 
== 
-— 
= 
= 
= 
<= 


\\\\\\\\\\ 


“Fortunately, our laudatory statues and 
personal satisfaction are not ‘either/or 
items.' You can easily have both." 


7122412 Ї 32 
— Parmele 
ГЕТО 


TRAILER PARK TYCOON KING OF THE PARK 
SWEEPSTAKES OFFICIAL RULES 


No purchase necessary. You may enter by going to the 
website at www.jaleco.com 

beginning on 10/22/02 through 11:59PM (ET) 02/28/03 
and submitting an on-line entry in accordance with the 
on-screen instructions. You may also enter by hand- 
printing your name and complete address on a 3" x 5" 
card. Mail entry in an envelope to: Trailer Park Tycoon 
King of The Park Sweepstakes, P.O. Box 8553, 

Hts, IL 60070. Entries must be postmarked by 

and received by 03/07/03. Limit one entry per person 
regardless of method of entry. Multiple entries, including 
multiple entries by the same entrant using different email 
addresses, will void all entries by the entrant. In the event 
of a dispute regarding the identity of the person submitti 
an online entry, the online entry will be deemed submi 

by the person in whose name the email account is 
registered, provided that meets all eligibility criteria 
set forth in these Official Rules. Jaleco Entertainment 
("Sponsor") assumes no responsibility for computer 
system, hardware, software or program malfunctions 

or for other errors, failures, or delays in computer 
transmissions or network connections that are human 

or technical in nature, or for lost, late, illegible, incomplete, 
damaged, postage-due or misdirected entries or mail. 

All entries become the property of the Sponsor and none 
will be returned. If, in Sponsor's opinion, there is any 
suspected or actual evidence of tampering with any 
portion of the sweepstakes, or if technical difficulties 
compromise the integrity of the promotion, Sponsor 
reserves the right to suspend, modify or terminate the 
sweepstakes and conduct a random drawing to award 
the prizes using all entries received as of the date of 
action taken by Sponsor. DRAWING: Winners will be 
selected in a random drawing on or about 03/12/03 by 
an i indent judging organization whose decisions 
will be final on all matters relating to this sweepstakes. 
ELIGIBILITY: Sweepstakes open to legal residents of 
the fifty (60) United States and the District of Columbia, 
18 years of age or older, except employees of Jaleco 
Entertainment, its respective affiliates, subsidiaries, 

adve ising, sales promotion and judging agencies and 
the immediate families and household members of each. 
PRIZES: One (1) Grand Prize: a King of The Park Prize 
Pack, mouin ono (1) La-Z Boy Recliner, 

one (1) 32" Television, one (1) Electric Bug Zapper, 

one (1) 12' Inflatable Pool and Six (6) Plastic Pink 
Flamingos. Approximate retail value ("ARV"): $2,980.00. 
Twenty five (25) First Prizes: a Trailer Park n PC 
game. ARV: $50.00, each. Total ARV: $4,230.00. Limit 


one m ра household. : 
GENERAL TERMS &CONDITIONS: Potential winners 
will be notified by mail. Grand Prize winner will be required 
to execute and return an Affidavit of Eligibility and Liability/ 
Publicity Release within 21 days of attempted delivery о 
notification. Failure to comply may result in disqualification 
and award of prize to alternate winner. Odds of winni 
depend on the total number of eligible entries receiv 
from all methods combined. Prizes will be awarded, 
provided they are property Claimed. By entering, entrants 
agree to abide by be bound by these rules and the 
judges' decisions. Prizes are non-transferable. No cash 
redemptions or substitutions ure except by Sponsor, 
who may substitute a prize of equal or greater value if the 
featured prize becomes unavailable. All taxes on prizes 
are winners' sole responsibility. By accepting prizes, 
winners agree that neither Jaleco Entertainment, its 
respective affiliates, subsidiaries, and/or any of their 
respective shareholders, directors, officers, distributors, 
employees or agendes will have any liability whatsoever 
for any injuries, losses, harm, damage, cost, or expense 
arising from or in connection with participation in this 
promotion or any prize related activities or the acceptance, 
ssession, use and/or misuse of prize including, without 
imitation, any personal injury or property damage. 
Acceptance of prize further constitutes winner's consent 
that the Sponsor may use winner's name, likeness and/or 
rize and biographical information worldwide without 
imitation for advertising or promotional purposes without 
further compensation, except where prohibited. All Federal, 
State, and Local laws and regulations apply. Void where 
prohibited. WINNER'S LIST: For a list of winners, available 
after 03/12/03 send a self-addressed, stamped envelope 
before 04/01/03 to: King of The Park 
Winners, P.O. Box 8419, Dept TK, e 
Prospect Hts, IL 60070.Sponsor: * | nn 
Jaleco Entertainment, 119 W. Tupper а eco 
St., Buffalo, NY 14202 ENTERTAINMENT 


“мете trying to take the 
RPG-thriller gameplay to the 
next level...more freedom, 


more tension, more immersion, 
more consequence." 


*...the whole game 
has been storyboarded 
from start to finish." 


Tints WES 
Never my, 
choice: 


Life has been tough for the 
space sim lately. Once the 
definition of “hot PC game” 
with titles like Wing 
Commander and X-Wing, 
even admirable space sims 
just don’t get the respect 
they deserve in the market- 
place anymore. Digital Anvil 
and Microsoft intend to 
change all that with 
Freelancer, a game of such 
enormous scope and production values that its oft- 
delayed status is almost forgivable. This game 
promises it all: an expansive living universe where 
factions battle, miners mine, and traders trade with or without your interference, all the time. 
But the real hook is the promised accessibility. Digital Anvil has worked very hard on cre- 
ating an interface and heads-up display that anyone can handle, along with mouse-driven 
controls that take the frustration (and joystick requirement) out of space combat without 
removing the excitement. Lead Designer Jorg Neumann says Freelancer is, “Part space sim, 
part RPG, part adventure game, part action game. With Freelancer we're breaking all the 
rules and doing it beautifully.” It looks like all those pieces are finally coming together for 
what could very well be the rebirth of a classic PC game genre. 


Full Throttle, the classic adventure game from 
LucasArts, will undergo a facelift in the year 2003 
with the release of, get this, Full Throttle II. Tim 
Schafer’s original game was a tale of corporate espionage and murder set in a mini-adventure 
format, with a few arcade sequences (gang fights and demolition derbying) thrown in to broad- 
en its appeal. LucasArts describes this as a “free wheeling action-adventure that will offer a 
humorous original story, furious bare knuckle fighting, and the thrill of high speed biking.” 
The hero will once again be Ben, who, for all his tough-guy appearance and mannerisms, 
was really a softie at heart. After all, he let a woman work on his bike while he was out on 
errands, and he recycled. “The first Full Throttle was hugely influential in the design for the 
sequel, much as you’d expect it to be,” says Sean Cleark, the game’s director. “In essence, 
we've used the first game as a reference point for many of our stylistic decisions. Ben is a 
very strong character who deserves more adventures, and the gritty world that we saw in 
the first game is a great place for those adventures to take place, so it makes sense to use 
this approach.” 
Clark’s offbeat humor was apparent in the 
last Monkey Island game—a good thing, since 


this sequel will certainly require a 
piece of it. There are few specifics 
about it, as LucasArts has 
released little to no information 
and only lists “2003” as the 
release date. 

Revive away and make our 
day, LucasArts. 


| Www.anarchy-online.com 


© Funcom 2002 All rights 


50 


lucky $3 


PC gamers have anticipated Halo's arrival since its Ё 
debut at MacWorld three years ago. Then the 
unthinkable happened: Microsoft bought Bungie 

and the notorious Mac and PC developer took its hottest proper- 

ty and turned it into an Xbox game. Next summer, 18 months 

after its console release, we'll finally 

get the shooter on the PC thanks to 

the porting efforts of Gearbox. After 

a year and a half of great PC shoot- 

ers, will Halo hold up? Probably so, 

because Halo is nothing if not slight- 

ly off-kilter from your standard PC 

shooter. The variety of vehicles, 

always-available grenades and melee 

attacks, stellar combat AI, and 

unique twist of only being able to carry two weapons at a time will probably 

make Halo stand out from the crowded PC shooter scene as much in 2003 and the 

Xbox version did in 2001. 

There will be obvious improvements like sharper textures, better overall resolu- 
tion, and tighter mouse & keyboard control, but the biggest enhancement will be 
to the already riotously fun multiplayer. Gearbox President Randy Pitchford tells 
us, “Our goal is to make Halo’s on-line multiplayer component be the first choice 
for fans cf on-line action games. The unique mix of weapons, ground and air vehi- 
cles, game modes, and huge outdoor and indoor environments are all available to create a most amazing on-line experience.” 


When Bioware 
joined forces 
with LucasArts 
to develop its Star Wars role-playing games^Knights of the Old Republic, fans of Baldur's Gate’et. al., rejoiced not only at its 
brand new story that takes place some 4000 years prior to Episode One, but at its new races, more than 50 ways of using Force 
powers, and its variety of *mini games." The game will also offer a universe spanning ten different worlds, including familiar 
favorites as well as completely new ones. You'll check into the spaceship Ebon Hawk, but you won't check out, as it serves as 
shelter during the off-hours, transportation during your deployment, and storage all around. 
*We are applying things we've learned from the Baldur's 
1 Gate series and Neverwinter Nights to make the quests more 
fun and compelling than ever before," says LucasArts Producer 
Casey Hudson, but what will help to alleviate the feeling that 
this is something that will just shriek "Baldur's Gate III" at 
every turn? Well, according to Producer Mike Gallo, there will 
be several things. “The view in the game is completely differ- 
ent than any of the games in the Baldur's Gate series," he says. 
"The camera is lower, to give the player a view of the charac- 
ters and party that 
they've never seen 
before. Most 
importantly, we 
wanted to capture 
the feel of the Star 
Wars universe 
with its grand vis- 
tas and beautiful 
landscapes. This 
obviously created 
some other challenges in the design 
and game control departments, but 
we're confident that players will be 
happy with the results!" 


CGM | DECEMBER 2002 


Some 


Limes ss 


Brian Reynolds is one of the great unsung 
heroes of PC gaming. He brought us 


Colonization, Civilization II, and Alpha Centauri, Met IS) 
but was rarely able to step out of the sizeable shadow of Sid Meier until he started his own 


company, Big Huge Games. So when he says, “We are creating a game for everyone who Е m 
ever wished to see more strategic depth in their RTS games,” we listen. We listen well. The inevitables MEN 
game he’s talking about is their debut title, Rise of t d а е — 


Nations, and it promises to bring some of the ter- 
ritorial battle and large scale, long term planning 


of games like Civilization to the Age 
of Empires milieu. This could truly 
be a case of “you got your peanut 
butter in my chocolate," where the 
combination of two great games, 
mixed together just so, produces a 
whole greater than its parts. If 
there's anyone we'd trust to pull it 
off, it's Brian Reynolds. 


When Star Wars Galaxies: An 
Empire Divided was initially 
announced, not only were the Star 
Wars junkies psyched, the entite’massively multiplayer online gaming community was 
bowled over as well. This joint venture with Sony Interactive brings the experienced design- 
ers of EverQuest into the world of George Lucas' Empire. They do intend to differentiate it 
from the rest of the games on the market, 
though. “Probably the 
most significant fea- 
ture that we've avoid- 
ed for Star Wars 
Galaxies is the use of 
strict ‘levels’ familiar 
to so many other 
games,” says Producer 
Haden Blackman. 
“Galaxies uses a skill- 
based character 
advancement system, 
j which allows players 
greater control over the development of their 
characters. We also avoid a situation where players are segregated and stratified by their rel- 
ative experience level. Instead, any group of characters can fruitfully join forces, and it's 
likely that each character will bring different skills to the table." € k 
Story continuity has a lot to do with which characters you will encounter in the game. s А 
For example, they cannot include Obi-Wan, because he's already been killed by Darth ik THE NOTUM WARS 
Vader, but Jabba is still alive so he will appear, as will Luke, Han, Leia, and Vader. “In 4 - : 
most cases, the ‘named’ NPCs will be providing missions for player characters,” explains 
Blackman, “although we do have special circumstances where an NPC might be an enemy. 
The game will also be full of “unnamed” NPCs, like Tusken Raiders, who will serve as ene- 
mies as well.” 
With weird mounts to ride, the possibility of vehicular add-ons, and the ability to become 
a Jedi yourself, it doesn’t get a whole lot more enticing than this. 


www.anarchy-online.com 


ght © Funcom 2002 All rights resen 


ludy 


tron 2 () ME “[It] takes advantage of 
0 VU the this unique premise and 
original Tron hit theaters, it's offers a refreshing 


finally getting a sequel. The E 
thing is, it’s not a movie. departure from the gritty 


Disney started the resurrection ШЕЕ LL 

of the Tron franchise with бег їїг5ї регзоп IRL 
20th anniversary DVD last year 9 

and will take it to the next log- games: 
ical step with the release of among these is the glow effect that makes the game look 
Tron 2.0, developed by what is rapidly becoming the premiere as electric as the film, and though it was co-developed with 


shooter developer, Monolith. A new movie, tentatively titled NVIDIA, it should run on any video card that can handle 
Tron: Killer App, is sort of in pre-production, but you can put it pixel shaders. 
out of your mind—if the Tron arcade games made a lot more As Jet Bradley, son of Alan (creator of the original Tron 
money and garnered more fame than the movie, it's only right program), you'll once again be digitized into the world of 
that we consider the new game the true sequel. Tron, but a lot has changed in 20 years. You'll visit locations 
"The film Tron centers on a society of programs operating like firewalls, the “Progress Bar," PDAs, Internet hubs, and 
inside the computer,” says lead designer Frank Rooke, “bat- even the old computer systems from the original film. You'll 
tling for their lives and the freedom of other programs on toss around an upgradeable disc weapon and take down cor- 
game grids, which translates naturally into a computer rupted programs with other primitives: the sphere, mesh, and 
game." One look at the game and you know it's going to be rod. And yes, you'll hop on an all-new light cycle, designed 
something different. “[It] takes advantage of this unique by Syd Mead, the famous designer that worked on the origi- 
premise and offers a refreshing departure from the gritty nal film, as well as Blade Runner. Multiplayer fans will be 
hyperrealism seen in other first person action games," he happy to hear that they'll toss discs against their online bud- 
adds, and that's exactly what makes it interesting. dies in an online arena reminiscent of the Rocket Arena mod 
Monolith's game uses what they call the Triton engine, a for Quake games, so there's a lot more to look forward to 
version of the Jupiter system that powers No One Lives than an impressive single-player game, especially if you're a 
Forever 2, only with some fancy special effects added. Chief fan of the Discs of Tron arcade classic. 


Did anyone think that Blizzard Entertainment would not jump onto the 
Wor () Магсга [ bandwagon with today's proliferation of massively multiplayer games? 

World of Warcraft will try to bring the streamlined-yet-still-sophisticat- 

ed gameplay that has been Blizzard's trademark to a land in which you can con- 

| trol just one of the characters that you have been lassoing and ordering around for 
many years. “The world is very much shaped by the backstory of Warcraft, taking 
place a few years after the events of WarCraft III,” says Team Lead Mark Kern. 
*Players who have played our real-time strategy games will recognize entire lands, 
battlefields, and heroes. Even the buildings and towns will be familiar, right down 
to the little peasant trains hauling gold or lumber between townships." 

While we know that designers are trying to set this game apart from its contem- 
poraries, it's not an easy thing to do with the immense scope of material already out 
there. What will work? "It really can't be distilled down to one thing," explains 

Kern, “but it's rather the combination of many ele- 


*Players who have 


۰ ۰ 

played our real-time plus; third time’s а charm?... 
ments. The beauty of the art, the lay- strategy games will i ' тч 

out of the world, the design of the recognize entire . d 
creatures, the balance of the combat, 

the depth of the character develop- lands, battlefields, 
ment, the variety of the quests, the and heroes." 

facility of the UI, the richness of the 

audio, the attention to detail, and a hundred other factors, both 
large and small, all contribute to making the World of Warcraft a 
truly epic experience." Think he studied marketing? Despite a 2003 
release date, Blizzard will most likely adhere to its “when it's 
done" paradigm, and that's (probably) a good thing. 


Dette ўе а, Эг 


oce paon M Dou 


52 СОМ | DECEMBER 2002 


THE NOTUM WARS 


arch 
Online 


Tine TUSGURGIAS mot miset- 
There is no im apathy. 


— À— 
К саш < 


TEEN 


م 
NS =”‏ 


www.anarchy-online.com 
Copyright © Funcom 2002 All rights reserved 


Xe &lder Scrolls IH 


*ALL HAIL THE NEW KING 
jOF.RPGS!" -PC ZoNE 


: = ‚ж 
ES YOU CAN IMAG 
RRIOR TO” НЕТ 


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A ALIS M Damme MEM, 
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Zn X _ WINNER OF MORE THAN 40. AWARDS: 
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еи IGN, EDITORS’ CHOICE ACTION TRIP, EDITORS’ CHOICE 
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p EX GAMEZONE, EDITORS’ CHOICE ZEN GAMER, GOLD ZEN AWARD 
سے‎ GONE GOLD, PLATINUM AWARD RPGDOT, EDITORS’ CHOICE 
i GAME PEN, NUMB THUMB AWARD XISTENZE, CHOICE AWARD 
{ GAMESPOT, GAME OF THE MONTH VN ROUNDUP, STAMP OF APPROVAL 
ALLOUTGAMES, SEAL OF APPROVAL WORTHPLAYING.COM, EDITORS' CHOICE 
LOADEDINC, HOT PROPERTY AWARD ENTERTAINMENT DEPOT, EDITORS’ CHOICE 


в 0-0 
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MA O а ч Violence 


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NEW CREATURES. 


COMING NOVEMBER 2002 
THE EXCITING EXPANSION TO THE 
AWARD-WINNING MORROWIND 


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Riig 
£ 


© 2002 Bethesda Softworks LLC, a ZeniMax Media company. 
The Elder Scrolls, Morrowind, Tribunal, Bethesda Softworks and its logo are registered trademarks or trademarks of ZeniMax Media Inc. All Right Reserved. 


geeky gear for 
the cyber-savvy 


As inevitable as the patch that fixes the 
bug you encountered in your first five 
minutes with the latest blockbuster, it's 

the time of the year when you're 
forced to figure out the interests of all 

of your so-called friends, or relatives, 

or spouses, or various paid lackeys, 
hangers-on, etc. Or alternately, 
they're trying to figure out what you 

want. Since we normally cover a lot 

of those game-like things in each 
issue—and let's face it, you probably 
already know what you want on that 
front—we decided to single out some 
unusual and not-so-unusual gear that 
ranges from the seriously cool (the 
Windows version of the iPod) to the seriously 
stupid (a SexyMouse?). 


At just a little larger than a Zippo lighter, you 
won't find a wealth of controls on Creative's 
Nomad MuVo (actual size, left), just forward, 
back, play/pause, and volume. But simplicity 
is what it’s all about. There's no software to 
install—just slide out the player section from 
the battery section and jam it into a USB port, 
and it'll show up as a removable drive. Drag 
CREATIVE ‘n’ drop up to 64MB of Windows Media or 
MP3 files there for listening, or drop any other 
file to transport it to another computer. On the 
other end of the spectrum lies the Nomad 
Jukebox 3 (above), a 20GB or 40GB portable 
MP3 player with both USB and Firewire con- 
nectivity. It's a little smaller than a portable 
CD player and features a relatively simple 
interface, although its less elegant than 
what's found on the iPod. Creative's bundled 
software is ghastly, with overly designed 
interfaces and pointless splash screens that 
pop up on Windows startup. Thank God it 
works with Media Player, which, even in its 
slightly convoluted state, is better than 
Creative's stuff. [$129-$499, www.cre- 
ative.com] 


56 CGM | DECEMBER 2002 


Playlists 
Broiwse 
Extras 

Settings 
` About 


v v V WV V 


Giving in to the overwhelming demand, Apple is now releas- 
ing a PC version of its popular iPod (actual size), and it's still 
the smallest, prettiest, most user-friendly hard drive based 
МРЗ player out there. Barely bigger than a deck of cards and 
weighing less than seven ounces, the large wheel interface 
and big screen make it easy to use. Provided it's exclusively 
used with MP3s, as the iPod won't play Windows Media 
files. Oh, and it's FireWire-only, so if all you have is USB, 
you're out of luck. And it's not cross-compatible, so Mac 
iPods only work on Macs and Windows iPods only work on 
PCs, though quite conveniently Apple made a way for 
Windows iPods to be converted into Mac units (but not the 
other way around). Okay, so it has some drawbacks, but if all 
you've got are MP3s and you only want to use it on a PC with 
a FireWire port anyway it's one great digital music player. 
And you know those PC hackers will extend its functionality 
before long. [$299-$499, www.apple.com] 


Want something that holds more songs than a standard MP3 player but is cheaper than a hard drive- 
based one? The RioVolt SP350 (right) plays regular audio CDs as well as MP3 and Windows Media 
files burned on CD-R and CD-RWs. The new version improves on last year's model by including the for- 
merly extra-cost car kit for free, plus it offers 32 minutes of skip protection and improved headphones. 
It still includes an FM tuner, a remote, and a carrying case, and software upgrades to past models 


added support for WinAmp playlists. Оп the downsized front, the Rio S35S (actual size, below) is the 
latest version of the player that started the entire portable MP3 craze. Though not quite as cool as the 
MuVo, it’s still small enough to attach to your wrist, has 128MB of memory (upgradable to 256MB), 
includes a clock and stopwatch, and has an FM tuner for those days when you can't live without your 


sanitized corporate radio. [$179-$199, www.sonicblue.com] 


WWW.CGONLINE.COM 


57 


geeky gear for 


58 


10 under $10 


Like a fine wine, great games don't go 
bad with age, they just get patched. 
Not only can you buy five of these 
games for the price of one brand-new 
triple-A hit, but they'll run fine on older 
computers. Find them on the bargain 
rack at your local retailer. 


Aliens Versus Predator Gold 

Patches to the first made it a much bet- 
ter game than it shipped, and it's still 
good enough to make you jump out of 
your seat. It's certainly better than 
Primal Hunt for the sequel. 


The Curse of Monkey Island 
Snappy cel-shaded animation and a 
talking skull named Murray make the 
third Monkey Island game better than 
the fourth installment. 


Dungeon Keeper 2 

It's part environment sim, part real-time 
strategy, all funny. Be the bad guy and 
crush the do-gooders! 


Grim Fandango 

Still one of the best adventure games of 
the last decade. For extra-good boys, 
find a walkthrough online, print it out, 
and stuff it in the box. Just in case. 


Homeworld Cataclysm 

This stand-alone product is easily con- 
fused for a Homeworld add-on, but it 
doesn't require the original. It is, howev- 
er, every bit as good. 


Jedi Knight: Dark Forces 11 

One of the greatest shooters of all time, 
and a pretty fun online game to boot. If 
your old rig can't handle Jedi Knight ЇЇ, 
the force is with the original. 


Serious Sam 

You don't need to splurge for Second 
Edition when the first is almost the 
exact same thing. Pure arcade blast- 
'em-up fun, it's like a first-person 
Robotron. 


StarCraft 

For all of the people out there who 
haven't played it (both of you), this is 
still one of the best real-time strategy 
games ever made, and different enough 
from WarCraft Ill not to be ignored in 
favor of Blizzard's latest. 


Typing of the Dead 

It's the best first-person typing shooter 
ever made. Worth $10 just to laugh at 
the opening scenes where people shoot 
zombies with keyboards and 
Dreamcasts on their backs. 


X-Wing Alliance 


The last great X-Wing sim. Enough said. _ 


CGM | DECEMBER 2002 


Being the "Ultimate Mousepad" seems 
to have as much importance as being the 
premiere nose-picker in the world, but 
there's just a little something about the 
stylish mousepads from EverGlide that 
bring out the uber-geek in the geekiest of 
geeks. Maybe it's the shapes, or the pat- 
terns (designed for optical mice, appar- 
ently), or the texture of the pad itself, but 
they just work. Whether they work better 
than your desk, a piece of paper, or a pic- 
ture of Natalie Portman is unknown. And 
until MouspadMark 2003 is finally 
released, we'll never know for sure. 
[$9.99-$17.99, www.everglide.com] 


The Armchair Mousepad is for the lazy gamer who wants to 
deathmatch from the comfort of his or her Lay-Z-Boy. As you 
might guess from the name, it's a mousepad that attaches to 
the arm of a chair. You may think it's dumb today, but with 
wireless networking and gaming laptops taking off... it may 
be essential tomorrow. Now if they could hook up with 
EverGlide... [$19.95, www.gizmojockey.com] 


Anyone who's tried to move their computer has probably said 
to themselves, "there's got to be a better way to do this." 
Enter the GearGrip accessories from CaseAce. Strong Velcro 
straps wrap around your computer or monitor with a soft 
durable handle up top to make carrying easy. Some models 
have pockets on the side for your keyboard, mouse, cables, 
etc. It's a simple idea done right that really reduces the stress 
of lugging your PC to your buddy's house. [$19.95 - $39.95, 
www.caseace.com] 


It's about time clothing got wired. At least that's the theory behind the SCOTTeVEST, a "technology 
enabled" jacket. Sporting more zippers than a leather fetish convention and more pockets than a mar- 
supial petting zoo, it's surprisingly stylish. So what makes it "technology enabled?" Consider the "con- 
duit" system to run wires from your MP3 or CD player to the loops that hold your earphones in place, 
or the storage area for your pocket PC or Gameboy, the one for power supplies, another for maga- 
zines... basically, it's the only jacket that requires a manual to operate. By wearing this jacket, it's vir- 
tually guaranteed that you'll be the uber-geek wherever you go. Now where did you put that pack of 


gum.... [$139.99, www.scottevest.com] 


eal ime Ие S nooter 


COMING 2003 
$- 2 pe 


Ww W W ‘ G A M E S Я С О M 


©2002 S2 Games, LLC. Savage is a trademark of S2 Games, LLC. 
iGames is a trademark of Internet Game Distribution, LLC. IGAMES 


geeky gear for 


Fantasy Flight Games has been cleverly mucking about for a number of years now, 


10 you may bringing role-playing and fantasy games based on various intellectual properties 
have missed into your living rooms, basements, and convention centers. Some of its newest 
Sure, everyone knows about or remem- games for this season are A Game of Thrones, a collectible card game based on 
bers the WarCraft Ills or the Neverwin- George R. R. Martin's A Song of Ice and Fire fantasy novels; the Call of Cthulhu 
ter Nights’, but what about the games Nocturne RPG campaign; and most highly anticipated, the latest expansion for its 
that fell through the cracks? series of popular Tolkien games, Lord of the Rings: Sauron. This version puts you 
Age of Wonders Il: The Wizard's Throne in the roles of the hobbits Merry, Pippin, Fatty, and Frodo, on their quest to destroy 
One of the best games released this the One Ring. Requiring the original boardgame to play, you'll work cooperatively 
year, this turn-based stunner sports across four boards to overcome challenges and attempt to prevent the Ringbearer 
more pure gameplay than most of the from being corrupted. [$19.95 - $44.95, www.fantasyflightgames.com] 


games on this list combined. 


Command & Conquer Renegade 

It's hard to imagine "missing" any 
Command & Conquer game, but this one 
kind of left the public eye almost imme- 
diately after shipping. Multiplayer, in 
particular, is still worth your time. 


Disciples Il: Dark Prophecy 

Released very early in the year, this is 
the game Heroes of Might and Magic IV 
is trying to be. It's polished, looks good, 
and has a ton of gameplay. 


As New Line's second installment of the huge Lord of the Rings film trilogy releas- 
es worldwide this holiday season, there are four additions to the Two Towers 
Action Figures set. Joining Elf Archer and Berserker Urk-Hai, Grishnach and 
Merry, and Ugluk and Pippin are Legolas, Faramir, a Gondorian Ranger, and an 
Easterling Warrior. The six-inch, deluxe, fully-poseable figures come complete 
with accessories and are based upon real-scan molds. [$9.95-$21.95, 
Global Operations www.theonering.com] 

It's very Counter-strike, yes, and the net 
code wasn't great at launch, but patch- 
es improved play considerably. Too bad 
no one’s playing it. 


Duke Nukem Manhattan Project 

A simple, fun, inexpensive, side- 
scrolling throwback, and the only place 
you'll see Duke again in your lifetime. 
Probably. 


Laser Squad Nemesis 
The creators of X-COM go purely online. 
Fans of turn-based tactical combat 
should try this out at 
www.lasersquadnemesis.com. 


Since 1983, Dragon's Lair merchandise has come in many 
forms, from books to binoculars and guns to game tutorials. 
¥ With the advent of Dragon's Lair 3D, Digital Leisure has 
released action figures of Dirk the Daring, Princess Daphne, 
Singe, and the evil Mordroc. The set contains all four sturdy, 
well-articulated figures, plus accessories such as Dirk's 
Eyeball Tentacle Creature, and Daphne's Fire Drake. Detailed 
yet simplistic in design, these figures should last through the 
next century. [$29.95, www.digitalleisure.com] 


Schizm: Mysterious Journey 
There haven't been many good adven- 
ture games lately; this is one of them. 
It's a must-have for fans of Myst. 


Star Trek Bridge Commander 
X-Wing creator Larry Holland's superb 
simulator came and went, but not 
because of a lack of quality. Its cine- > 
matic qualities captured the feel of the The large variety of Final Fantasy X 
Trek universe, and outstanding Al let Action Figures will give collectors quite 
you to feel like a commander instead of arun for their money this holiday season. 

a pilot. There are both fixed-pose and fully-pos- 
able figures with varying degrees of 
detail. They are intricately costumed, - 
and some have thin and pliable material 
for pants and elbow armor that allow for 
freer movement of joints and a more real- 
istic physique. They range in height from 

6 1/2to 14 1/2inches, and most come with 
accessories that befit their faithfully 
recreated characterization, such as 
Kimahri Lonzo's oversized spear, and 
Lulu'S animated doll weapon, Mog. 
[$12.99-$34.99, ccls.diamondcomics.com] 


Starships Unlimited: Divided Galaxies 
If you're waiting for Master of Orion III, 
you might want to give this a try. It's 
4X space strategy at its best-nimble, 
elegant, and addictive. Check it out at 
WWNW.apezone.com. 


Warlord Battlecry 2 

Possibly the year's best real-time strate- 
gy game, SSG continues to update this 
sleeper, adding 13 new downloadable 
scenarios, new music, and a new side 
Al. Amazing. 


60 CGM | DECEMBER 2002 


Ву The Developers of the Award-Winning Imperium Galactica’ and Imperium Galactica ІГ 


NIm- 


IRON 


=: amt Lor Раа c 


rea AG ic ЧАС Bea = 


IN 2104, MANKIND IS ENGAGED IN A FRATRICIDAL WAR BETWEEN EARTH AND MARS POPULATIONS. 
AFTER WEEKS OF FIERCE SPACE BATTLES AND HEAVY LOSSES, BOTH SIDES HAVE TO JOIN TOGETHER 
AND FORM THE LEGIONS o OF IRON TO FIGHT A NEW ALIEN ENEMY FORCE. — 


",..promises to breath new life into the deathly quiet genre of “the game simply looks gorgeous and also plays 
sci-fi 3D RTS gaming...one of the best looking games on the E3 very well to boot.” - HOMELAN 
showroom floor. "- GAMESPY 


www.hegemonia.info 


VIOLENCE COM Spy BY Cb DREAMCATCHER 
© gam REDE. (ш) wanadoo qme 


Software © 2002 Wanadoo Edition. ккө өем to Dres see Miaria Inc n Sonn h America. Co-published by Wanadoo Edition аг ard ren cher Interactive Inc. Developed by Digital Reality. DreamCatcher design and mark are trademarks 
of DreamCatcher Interactive, Inc. Microsoft®, Windows® and DirectX® are registered trademarks of Microsoft Corporation. All other brands, product names and logos are trademarks or registered trademarks of their respective owners. Ай Rights Reserved. 


TEEN 


CONTENT AATED BY 
ESRB 


geeky gear for 


ESAE UU me omm omm oum om ommo на ы 


Eager to capitalize on the success of the new Monorail, town 
residents are buying up Springfield, Monopoly style in 
Simpson's Monopoly. It includes customized money and 
game board; Monorail Stops and Monorail Stations replace 
houses and hotels and the Chance and Community Chest 
cards. Also, one of the world's most challenging puzzles 
mixes with one of the world's most challenged men with the 
Rubik's Simpson's Homer Puzzle. Twist and turn Homer's 
head to your heart's content. Of course the original had all 
those pretty colors, but Homer definitely has...that five 
o'clock shadow. [$11.99-$34.99, www.winning-moves.com, 
www.usaopoly.com] 


shop 'till you drop 
Or at least until your fingers bleed. Here 
are a few online shopping destinations 
for the cyber junkie. 


COMPUTERGEAR 
A store for serious geekiness. 
[www.computergear.com] 


RPGWEAR 

Your life won't be complete until you 
broadcast your love of EverQuest to the 
world via a T-shirt. [www.rpgwear.com] 


THINGS YOU NEVER KNEW 
EXISTED... 
...and for a very good reason. Do you 


Cheapass Games, dedicated more to 
entertainment than aesthetics, is releas- 
ing four new games this season. 
Freeloader is a quick-playing board 
game “for 3-6 losers.” You drift through 
the neighborhood accumulating free 
stuff from your friends. Fightball is a 
card game that explores the world of a 
ruthless future sport. Lord of the Fries 
is undergoing a makeover. Set at the 
fast food restaurant of the damned 
where everyone is a zombie and there's 
only one brain to pass around, it's now 
appearing in full color. Finally, Diceland, 
Deep White Sea is a tabletop combat 
game that uses paper dice as the char- 
acters. The game system is original, 
and the dice are eight-sided, printed in 
full color, and about two inches per 
side. Cheapass has been nominated for 
a total of 23 Origins Awards, the high- 
est honor bestowed by the US Hobby 
Game industry. Have they won any? 
You can bet your Cheapass on it. 
[$7.50-$14.95, www.cheapass.com] 


For those looking to "blow" a set of speakers without trash- 
ing their tweeter, the Revo HotAir Inflatable Portable 
Speaker System is what aural dreams are made of. It is, by 
far, the finest inflatable speaker system on the market, pro- 
ducing rich, deep... well, it generates noise that mostly 
resembles the source material. But they are small, portable, 
good for a few laughs, and can be used as floatation devices. 
Oh wait, the box specifically says you can't use them for that, 
damn. [$45, www.ellula.com] 


VU PLAT SIE TNT 


like shopping at Spencer Gifts? Find the 
stuff that lingers (for years) on the bot- 
tom shelf of that fine mall chain at this 

website. [www.johnsonsmith.com] 


THINK GEEK 

The epicenter of all things geeky. 
Hardware, caffeine, you name it, it has 
it. [www. thinkgeek.com] 


62 CGM | DECEMBER 2002 


Fashioned after the Venus D'Milo, just in case you thought it p 
had no class, the SexyMouse (not actual size) may put a lit- 
tle excitement in your "point ‘n’ click." The naked body mouse 
includes adapters for PS/2 and serial ports, and is fully com- 
patible with all systems and major applications. Right and left 
click your way to paradise as each mouse comes with a six 
foot extended cable that hints at a far more extendable you. 
[$19.95, www.kopes.com] 


THE POWER OF FIVE 


REVOLUTIONIZE THE WAY 
YOU INTERACT WITH YOUR PC 


P5 is an electrifying and innovative 
PC peripheral that gives the user 
total intuitive interaction with 

3D and virtual environments 
(Games, web sites, 


educational software, etc.). 


With P5, brandish a mighty 


> 


sword in a video game, walk 
through an online room or pick 
up objects on a screen, each with 
simple movements of your hand. 
No complicated keystrokes. 


No fumbling of à mouse or joystick. 


PUT THE POWER OF CONTROLLER FEATURES 
FIVE IN YOUR HANDS - Lightweight, ergonomic 
OCTOBER 2002 design for easy, intuitive play. 


Weighs just 4.5 oz. 

The first widely available 
Virtual 3D controller. 
"Joystick and mouse control 
“over all 3D applications. 

6 degrees of tracking ensures 

realistic movement. 

* Bend sensor and optical- 
tracking technology gives 
true-to-life mobility. 

* Easy, plug-and-play set-up. 


Special Premier Edition Features 
3 New P5-Enabled Free Games 

Including Hitman 2, Tiger Hunt, 
and a Demo Version of 


Beach Head 2002. 


RECEPTOR FEATURES 
* Infrared control receptor 
with scratch-resistant, 
anti-reflective lens 
* Easy-to-use anywhere — 
desktop, living room, etc. 


For a complete list of retailers, visit www.essentialreality.com 


E SES EN TARA L 
КЕБА сот 
www.essentialreality.com $ 0 f tw a I e D GameStop Mean 


PC 


uus „ы 


©2002, ESSENTIAL REALITY. ALL RIGHTS RESERVED. 


IS 


OO A feast for the eyes and mind. 
an excellent game and a perfect example of 


. what an MMORPG should be." 
| Matt Leyendecker, ActionTrip.com | ; 


9 5 out of IO "Totally absorbing. a game that.I'll 
be playing long after this review is posted." 
Jason Maclsaac, €lectric Playground > ^. 


"earth & Beyond continues to impress with 4 
great graphics and great gameplay." à H^. 
Jeff Green. Computer Gaming: World YR: f i, с А 


Ф 4 Earth & Beyond - shows a lot of style 

t 
=. and a lot of vision." 

5 Chris Hudak Computer Games Magazine 


sci-fi crowd the persistent-world game 


"Earth & Beyond should oer the hardcore m P 


they've been waiting for." 


+ à Rob Smith, Editor-iri Chief, PC Gane 
-* 
e ле тев) ce 


Blood 


Violence 
The content of this game may change 
due to interactive exchanges. 


Dcct _ nj 
RE 


Challenge Everything" 
© 2002 Electronic Arts Inc. Electronic Arts, Command & Conquer, EA GAMES, the EA GAMES logo and Challenge Everything are trademarks or registered trademarks of Electronic Arts Inc. in thé U.S. and/or otfier 
countries. All rights reserved. 


Wwwweerthandbeyond.com 8 


ool Keyword eertH&beuond- 


^ Earth & Beyond" is a live game you play via the Internet, allowing you to play with thousands of other users. AN INTERNET CONNECTION IS REQUIRED TO PLAY. Internet service providers usually charge a monthly 
fee to provide this access. ELECTRONIC ARTS CHARGES A MONTHLY SUBSCRIPTION FEE FOR THIS ONLINE PRODUCT, separate from your Internet access charges. Online gameplay subject to the Earth & Beyond 
Membership Agreement and Terms of Service. YOU MUST BE 13+ TO REGISTER FOR THIS GAME. EA RESERVES THE RIGHT TO TERMINATE THE ONLINE SERVICE FOR THIS PRODUCT AFTER 90 DAYS NOTICE. 


HARDWARE 


technology for today 


JASON CROSS 


when will 5D really matter? 


Gamers can't live without it, but the mass market ignores it 


The PC games market has never been more healthy. 2001 should have 
been a horrible year for PC games, financially. New PC sales took a nose- 
dive, the economy was bad, and all the marketing and mass-media atten- 
tion was placed squarely on the launch of two new console systems 
(Xbox and Gamecube), the incumbent system they challenged (PS2), and 
the new lord of handheld gaming (Game Boy Advance). What's more, the 
general quality of game releases was a bit on the poor side, with some 
notable exceptions. By all accounts, overall PC game sales should have 
slumped big-time. 

But according to NPDTechworld, sales volume was up from 62.9 mil- 
lion to 65.3 million, about a 496 jump. Dollar sales saw a similar leap, 
from $1.36 billion to $1.42 billion. All those games, even in a “weak” 
year, and all I can think is “where are the 3D games?" 

If you're reading this magazine, you probably think I'm smoking crack. 
3D games are everywhere. Gamers have been buying video cards with 3D 
acceleration for ages. Hell, we went out of our way to buy video cards 
that didn't do anything but 3D acceleration back in the days of the 
Voodoo2. The magazine you're holding, and others like it, regularly focus 
most of their attention on games with some pretty slick 3D graphics. 
When it comes to games, 3D is definitely king. Or is it? Let's take a look 
at the numbers. The 20 top-selling games of last year were as follows: 


1. The Sims 11. Black & White 

2. RollerCoaster Tycoon 12. Frogger 

3. Harry Potter & The Sorcerer's Stone 13. Roller Coaster Tycoon Loopy 
4. Diablo Il Expansion: Lord of Landscapes 


Destruction 
5. The Sims: House Party Expansion 
6. The Sims: Livin' Large Expansion 
7. The Sims: Hot Date Expansion 
8. Diablo Il 
9 
0 


14. Command & Conquer: Red Alert 2 
15. Backyard Basketball 

16. SimCity 3000 Unlimited 

17. Backyard Baseball 2001 

18. Age Of Empires II: The Conquerors 
19. Max Payne 

20. SimCity 3000 


. Sim Theme Park 
. Age Of Empires ЇЇ: Age of Kings 


Those games probably account for half of the 65 million games sold 
last year. Of everything on that list, only two actually 
require real 3D acceleration, Max Payne and Black & 
White. Two whole games! What's going on here? Why 
are all the big sellers ignoring 3D acceleration? 

The general theory from the suits is that one of the rea- 
sons those games are so successful is because they don't 
need a fancy high-end machine to run, and that assumes 
3D acceleration. Okay, that seems logical, but I think it 
assumes a causal relationship where there's only a correla- 
tion. The processor and RAM requirements for the games 


66 CGM | DECEMBER 2002 


above are fairly slim, but still steep enough that 
anyone who has the CPU and RAM required to run 
them probably also has a card with reasonable 3D 
acceleration. I would submit that most of the 
games on the list above are breakout hits because 
they're accessible, easy-to-play games that in many 
cases relate in some way to real life or pop culture. 
Or they're from Blizzard. 

This focus on avoiding 3D acceleration seems 
to fly in the face of the fact that all the hit con- 
sole games are 3D. You have to look long and 
hard to find a 2D game on a console system these 
days at all, let alone a popular one. The experi- 
ence of “quality 3D" is obviously a selling point. I 
think PC game publishers and developers are just 
afraid to embrace it in games that are made for a 
wide audience. When I look at the equipment in 
a $799 PC from six months ago, I think they can 
give up that fear. 

And perhaps they are. Mass-market targeted 
titles are starting to require 3D acceleration. Age 
of Mythology is an obvious example, but SimCity 
4 is a better one. The top 20 list for this year, I 
predict, will be almost half-filled with games 
requiring 3D acceleration. The rest will be Sims 
expansions. The 3D push should have been hard- 
er, though. Last year's list should be almost full 
of games requiring 3D acceleration: better looking 
games that stand up better next to the latest con- 
sole fare. I honestly think that one of the reasons 
PC games aren't selling as fast as their console 
cousins is because the mass-market games don't 
deliver enough “wow” factor, and the PC games 
that have the “wow” factor are too hard to play 
or too esoteric for the mass market. e 


TIP OF THE MONTH 


Startup appli 


Everyone talks about updating dri- 
vers for video cards, and I've read 
about updating drivers for sound cards, but 
how important is it to update drivers for every- 
thing else? Motherboards, monitors, etc.? 
Also, how important is the quality of the 
monitor? Other than getting a non-flat mon- 
itor and the size, are monitors that differ- 
ent? When upgrading a video card or over- 
all system, can you use the same monitor? 
I am thinking about getting а new com- 
puter, but | have so many programs on my 
current computer that the thought of hav- 
ing to start over is quite daunting. Is there 
a way for a non-technically savvy person 
to transfer files (MP3s, photos, saved doc- 
uments, etc.) from the hard drive in one 
computer to а new computer? Also, if | 
go from Windows 98SE to Windows Me in 
the new computer, would the programs 
from the old computer that were "created" 
with 98SE still be able to run? 
Greg R. 


A e Lots of good questions there, Greg. 
e First, it's extremely important to 
have the most up to date drivers for every- 
thing. Monitors typically only have one 
inf file that describes them, and it's rarely 
updated, but out of date motherboard dri- 
vers can cause incompatibilities, poor per- 
formance, you name it. Similarly, updated 
firmware for CD-ROMs and such can add 
new capabilities or make them work better 
with some software. Even new keyboard or 
mouse drivers can add features and fix 
bugs. Always keep all your drivers current, 


TECHBYTES 


New skin on an old favorite — 
Just in time for the PC game- 
buying rush of the holidays, 
Microsoft is re-tooling and 
re-releasing a couple of their 
more popular SideWinder periph- 
erals. Both the Sidewinder Force Feedback Wheel and 
the Force Feedback 2 joystick now feature sporty red 
styling. There's not much else new about them, though: 
the guts inside are the same as before and the price 
hasn't really changed, either (they're $100 
each). So if you see what looks like an 
all-new Sidewinder in the store, 
look again. It's probably just Ф 
a restyled version of the 
one you've already got. 


send questions to qa@cgonline.com 


not just the video and sound card. 

For regular tube-style (CRT) monitors, 
there's honestly not nearly as much differ- 
ence in quality as there used to be. Even 
cheap CRTs have quite good clarity, bright- 
ness, and supported resolutions/refresh 
rates these days. When you upgrade your 
computer, or any part of it, you absolutely 
can use the same monitor. In fact, I would 
recommend spending a little more on a 
really good large monitor, with the inten- 
tion of keeping it through several upgrades. 
The same goes for speakers, by the way. 

If you're getting a new computer, it will 
almost surely come with Windows XP, not 
Windows Me, and that's a good thing. The 
easiest way to transfer all your files and 
documents would be to use a CD-R drive to 
burn them onto a few CDs, and then sim- 
ply copy them from the CD onto the hard 
drive of your new computer. There are a 
great many archival and backup utilities 
out there, but if you're moving to a new 
operating system and a clean slate, they're 
not always best for the task. If you want to 
save items from your email program, use 
its “export” feature. You're going to have to 
re-install your programs on the new com- 
puter, but almost all of them should work 
fine: the money you've invested in your 
software won't go to waste. 


Is it beneficial these daus with an 

operating system such as Windows 
XP to reboot after playing a large game 
such as Soldier Of Fortune Il, before 1 
start a session of lets say, Civilization III? | 


Faster graphics memory with GDDR-3 — The problem 
with using traditional graphics technologies like DDR 
and DDR-2 for graphics chips is that they're developed 
with general computing needs in mind. The JEDEC, the 
committee that ratifies these standards, also moves too 
slowly for a graphics industry that wants to put out new 
product twice a year. So it looks like the graphics guys 
are doing their own thing now. ATI recently announced 
that, along with the world's leading DRAM vendors and 
with input from other graphics vendors, it has complet- 
ed the third DDR specification, called GDDR-3. 
Traditional DDR provides clock speeds up to about 
400MHz, and GDDR-3 will start out at about 500MHz 
and scale up to 800MHz (we're talking "DDR" speeds 
here). In that regard it's similar to DDR-2, which we'll 
see in graphics cards pretty soon now and in systems 
late in 2003. But there are a few differences in the 


< HARDWARE 


am hoping that rebooting after each gam- 
ing session is a thing of the past and | can 
finally let go of the habit. 


Alan T. 


A e Windows XP does a pretty good job 
e of clearing out the memory a pro- 
gram uses when it quits, even in many of 
the cases of poorly-behaved programs that 
have memory leaks or other problems. 
There's very little benefit to rebooting after 
each gaming session. I personally leave my 
Windows XP computer at home running 
for weeks on end without rebooting. 


| want to upgrade to Windows XP, 

but Гуе heard many people com- 
plaining they cant view Java web sites and 
a few others. Is there a way of installing 
Windows XP without IE 6? Also, can IE 5.5 
work with Win XP? | visit a lot of Java 
enabled sites, and | don't want to install 
an OS that won't permit me to view certain 
web sites. 

Fred 


A: Well, there's Java and there's 

e JavaScript. JavaScript is far more 
common, and it works just fine with IE 6. 
There's no way I know of to install 
Windows XP without IE 6 or to “down- 
grade" to IE 5.5, but don't worry. All you 
have to do to run Java programs in IE 6 is 
go to Sun's website at java.sun.com and 
download its own Java Virtual Machine. 


two technologies. GDDR-3 will use single-ended, uni- 
directional strobe that separates the reads and writes. 
DDR-2, by contrast, uses differential bi-directional 
strobes. It also uses a "pseudo-open drain" interface 
technique that is based on voltage rather than current, 
which makes it possible for graph 
ics chips to be made that are com- 
patible with DDR, DDR-2, and 
GDDR-3. All this technical mumbo- 
jumbo means that GDDR-3 is better suited for the 


kinds of point-to-point connections where a graphics 


chip talks directly to RAM, rather than going through a 
bus (as DDR and DDR-2 is optimized for). In contrast 
to DDR-2, the new memory type should more cheaply 
scale to higher frequencies and use a little less power 
as well, a benefit to laptops. We'll probably see graph- 
ics cards using GDDR-3 late in 2003 


WWW.CGONLINE.COM 67 


HARDWARE > 


68 


GOING 
1 Zl 


WITH PRICES FALLING AND 
QUALITY RISING, IT MIGHT BE 


If television 

and movies are to 

be believed, just about 

everyone in the world has a 

three-inch-deep liquid crystal dis- 

play (LCD) flat-panel monitor. But TV and 
movies are big fat liars-they use LCD monitors 
because they look great and are a lot easier to 
schlep around the set. Most of the world still uses big 

bulky CRT monitors, which weigh five to ten times as much 
and use at least twice the electricity as an LCD. Flat-panel 
monitors have other benefits: they're far crisper than most 
CRTs and they don’t draw the screen in horizontal scan lines 
linked to a refresh rate but rather draw the whole screen at 
once at a locked rate of 60Hz, effectively eliminating any and 
all flickering. And when an LCD monitor says it's 17 inches, it's 
all picture from edge to edge, unlike tube monitors that have a 
tube size and a “viewable area” an inch or two shorter. A 17 
or 18” LCD has the same screen size as a 19” CRT. 

With all the apparent benefits of flat-panel monitors, why not 
make the switch? For starters, they're still about twice as expen- 
sive as a good CRT. What's more, there are still some visual quali- 
ty issues, especially where games are concerned [see sidebar]. 
Whether or not these problems bother you enough to steer you 
from the benefits of an LCD is a matter of personal taste, but if 


CGM | DECEMBER 2002 


TIME TO DITCH THAT 
TUBE MONITOR AND GO 


WITH ST YLISHLY 
THIN LCD 


by Jason Cross 


you're ready to take the plunge, we're here to help. 

When looking at a flat-panel monitor, the specs are definite- 
ly important, but if you ask LCD experts what they feel is 
important, the response is unanimous: trust your eyes, not the 
numbers. Resolution is important in the context of making 
images scale better, but so is the quality of the monitor's scal- 
ing circuitry. The monitor should have uniform lighting 
throughout with no bright or dark patches. Whites should be 
white instead of having a colored tinge, and blacks should be 
very black and not dark gray. Pixel response time is crucial. Is 
it a sleek piece of kit that will make your friends and cowork- 
ers jealous, or is it a thin, flat eyesore? Does it have a video 
input for a TV or game console, and how about a USB hub? 
Many factors go into choosing an LCD monitor, and the best 
thing you can do is try before you buy. 


HERCULES PROPHETVIEW 920 

The big brother to last year's 15" Hercules LCD monitor is the ProphetView 920, a 17" model that 
shares its younger sibling's sleek styling. It's an extremely slim display, taking up even less desk 
space than most, and its metallic blue exterior adds a splash of color without distracting. The 
monitor looks pretty good using the standard DVI hookup (a DVI to VGA adaptor is included), 

but the lighting isn't entirely even. The image gets slightly darker toward the top of the 


screen, and we had a hard time adjusting the colors to give us both nice dark blacks and 


accurate bright colors at the same time, though the on-screen display controls are quite good. 
The fast response time makes this one of one of the better game-playing monitors, with blurring 


in fast-action games apparent but minimal. The ProphetView 920 is slim on amenities: there's no 


telescoping stand, no USB hub, no speakers. The composite video input is a nice touch, but we couldn't 4 


get a crisp and stable picture, so it's not going to make your 
Xbox or PS2 shine. 


PHILIPS BRILLIANCE 

180P2 

Sometimes a monitor tries to be all things to 

all people and ends up being nothing to anyone. 
Such is the case with the Brilliance 180P2, a large 
18" display with what Philips refers to as a "multimedia 

base," their fancy way of saying "speakers and microphone." The sound quality is 
poor enough that you wouldn't want to use them, and they're so close together that 
it kills stereo separation. There are two inputs, both analog VGA and digital DVI, but 
no s-video or composite video input, which is a shame considering the multimedia 
base. Perhaps it's just as well, because the image quality isn’t very good. The panel 
just couldn't seem to lock in on the signal from our video card very well, resulting in 
odd two-inch-wide bands of alternating sharpness and blurriness when viewing desk- 
top graphics. Endlessly playing with the phase lock controls just couldn't quite make 
it go away. Gray levels could be better, and the scaler is only average-you'd want to 
Stick to the native resolution if at all possible. 


PHILIPS 150MT 

The smaller of the two Philips displays 

here is far more interesting, but just as hard to recommend. The 150MT is a pretty small 
monitor at only 15", with a meager resolution of 1024x768. It's very bright with good con- 
trast and a zippy response time, but image quality is marred by slightly uneven lighting 
and at a native resolution this low, no scaling technology in the world is going to keep the 
screen from turing into a blurry mess when running at 640x480 or 800x600. Input is 
only through a VGA connector-there's no DVI. While the screen itself doesn't impress, the 
bonus features are worth crowing about. There's both composite and s-video input, plus 
full-on YUV component input to get the most from your DVD player or game console. 
There's even a cable-ready TV tuner and a handy remote control so you can watch the 
boob tube without running up to your desk to flip the channels. Philips even thought to 
include line output and headphone jacks on the side. It’s a shame to see so many great 
features paired with a small, low-res screen with slightly uneven lighting. It's even worse 
to ask an astounding $900 for it, almost as much as much larger 18” panels. 

| * 


WWW.CGONLINE.COM 


69 


HARDWARE » 


BENO FP2081 

The lord and master of this roundup is undoubtedly BenQ's FP2081. This giant 20” screen absolutely dominates your 
desk without taking up an obscene amount of space. The wide border is a little bit of an eyesore, but you get over it 
quickly when you see how good the screen looks. Blacks are black, whites are white, and colors are vibrant and accu- 


rate. The quality scaler combined with a native resolution of 1600x1200 makes text and images look good at almost 


any resolution. The 25ms response time delivers games that, while not as clean as a CRT, were some of the 
sharpest seen on an LCD. The on-screen display controls are great, even including picture in picture, 
and though there's no phase lock adjustment, in all our tests the FP2081 never needed any tweaking 
at all. It even gave us a perfectly jitter-free picture when we plugged an Xbox into 
the S-Video input (composite video input is there as well). The price is definitely 
steep, almost twice as much as most 19” monitors, but this is an envy-inducing 
monitor if there ever was one, and if you have the means, it’s worth it. 
Computer 
mes 
CHOICE 


CTX SV900MD 
This 19” monitor is an odd mix of 
good and bad. The image quality 
is generally pretty good, with nice 
even lighting, good lights and darks, 
and a sharp, stable picture. But this 
— . маз the only monitor of the bunch that 
— аы, - doesn't appear to have its own scaler, as the 
"ERES a option to use the monitor’s scaler was grayed out 
and we could only use the video card’s, which is slightly infe- 
rior to most of those built into the monitors. The built-in speakers are placed far 


PLANAR PL191M 
In almost every way, shape, and ан ыа cotes micas ЫЫ uds НЯ 
form, this is the CTX SVSOOMD. The panel and DVI ports are both available as well as a nice two-port USB port. There was mini- 


mal blurring in games, confirming the listed 25ms response time, but scrolling web 
pages with.colored text and backgrounds created odd flickering artifacts at times. 
Overall quality is still pretty high and the price isn't bad for a 19" display. 


is exactly the same, with the same USB hub, \бА and 
DVI inputs, speakers, and controls. The on-screen display is identical. The performance 
is the same, both on paper and in real-world tests. The only real difference is its looks: 
while both CTX and Planar have models available in both white and black, the styling of 
Planar's case is slightly more appealing. 


* ж Жж Ж 


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уу CGM | DECEMBER 2002 | 


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HARDWARE » 


LCDS EXPLAINED 


Everything you always wanted to know 
...but were afraid to ask 


Just when you though you have got a grip on monitor technology-dot 
pitch and all that-they go and change everything. LCDs are fundamental- 
ly different from standard tube monitors (CRTs) and are described by a 
different set of measurements. Here's the lowdown on what it all means 
and whether or not it's important. 


Brightness Also called /uminance, it's how much light a monitor 
puts out and is measured in candelas per square meter, abbreviated 
cd/m? and commonly called "nits." If your room is a dark cave, a low 
nits rating won't hurt you, but look for a high rating-at least 250-if the 
monitor is used in a well-lit area. 


Contrast Ratio Described as some sort of "to one" ratio, like 
"three hundred to one" (300:1), it represents the difference in bright- 
ness between the brightest brights and the darkest darks. It's not 
important anymore, as all modern LCDs have perfectly good contrast 
and their anti-glare coatings make the differences mostly irrelevant. 


Viewing Angle Another statistic you can ignore. In most cases, 
it's good enough not to make any difference unless you regularly crowd 
four people around your computer monitor. If that’s the case, look for a 
horizontal viewing angle of at least 160°. 


ое о 25g 
мазен A) neto: wmm conne comico 2002 10-1 hmi 


зиф Poorte @ мез © D-a 


Computer 


m t * теш clubhouse turn. Plus: Th 


А slow pixel response rate means more blurring in games 


Pixel Response А CRT can change the color of a pixel almost instantaneously, but the 
individual pixels of an LCD take a lot longer to change, and this is the pixel response rate (often just 
called response time or response rate). This is listed in milliseconds, and sometimes even separated 
into the “rise” time (how long it takes to make the pixel bright) and the “fall” time (how long to 
make it dark again). The catch is, they measure the time to go from full brightness to full darkness, 
which is actually faster than the time to go from partially bright to partially dark. So if a monitor 
says it has a pixel response time of 35ms, it takes 35 milliseconds to go from black to white and 
back again, but it would take even longer for it to go from, say, dark purple to lighter purple. This 
means that when something moves across the screen there’s a little blurring trail as the pixels fade 
away in the previous location. The better the response rate, the less noticeable this smearing effect 
is. The best LCDs have a combined rise and fall time of about 25ms. There are 1000ms in a second, 
this means the pixels change about 40 times a second under ideal conditions. The very best desktop 
LCDs still create a bit of a smearing effect with games that you won't see on even the cheapest 
modern CRTs. This is biggest downside to gaming with an LCD so you'll want to get it as low as 
possible. Anything under 35ms will work fine for watching movies, but for games, go as low as you 
can afford. If you want to test pixel response rate on a monitor in a store, load up a web page with 
lots of colored text on a colored background, grab the 
title bar, and move it around the screen a bit. You'll get 
a good idea of the blurring you'll see in games. e 


The Latest MUD Runner 
Watch Asheron's Call 2 d 
as it leaves the rest of 
massively multiplayer ga 


Resolution Unlike CRTs, LCD moni- 
1 tors have one resolution, referred to as its 

native resolution. \f your monitor has a res- 

olution of 1280x1024, then displaying your 


> 
( un КЫЙ Gi, OCTOBER 2002 ISSUE 
| = — on sale SEPTEMBER 9, 
es чыр t» ET 2002 


desktop or games at 1280x1024 look very 
sharp. If you run at 1024x768, the image 
will have to be scaled up to 1280x1024 to 
fill the screen, which makes things look 

2 blurry. Just how blurry is dependant on the 
quality of the sca/er in the monitor or video 
card, but the higher the LCD panel's reso- 
lution, the smaller the pixels and therefore 
the less noticeable the blurring. 


The Latest MUD Runner 
Watch Asheron's Call 2 g 
as it leaves the rest of t 
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Even 


The Business of Terrorism . 
Game publishers continue to react and release games a year after September 11th o renewals 
by John Callaham „еш 


The Latest MUD Runner 
Watch Asheron's Call 2 g 
as it leaves the rest of t 
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clubhouse turn. Plus: Th 
the rest of the current o 


This is Your Brain on Games 
Study claims videogames cause permanent brain damage 
by Kyle Ackerman 


=. 


a back issue. 
Call 1-800-699-4263. 


1) A 1024x768 screen at native resolution 2)....scaled up 
to 1280x1024 3)...and scaled up to 1600x1200 


72 CGM | DECEMBER 2002 


" courtesy of Monolith Productions, Inc. 


CATE ARCHER from “No One Lives Forever™ 2: A Spy in H.A.R.M.'s Way" 


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HARDWARE » 


SONY SDM-V72W 


Sony's new widescreen entertainment monitor is something of a curiosity. A 17" monitor with 


input options galore (s-video, 


composite, YUV component, VGA, and audio) the big deal here is that it's a widescreen monitor with a resolu- 


tion of 1280x768. That's the good news, but it's also the bad news. The resolution and YUV input make 


it ideal for HDTV input, and it's nice to watch DVDs or play widescreen-enabled games with it and 


the extra desktop space is nice, but at 17" it's a little small for "sit back" entertainment like 
movies. Worse, since most games don't support widescreen modes, using the 1024x768 dis- 
play mode effectively gives you a 14.7" display. The paper specs list a response time slightly 
faster than anything else-22ms-but while the blurring was minimal, it wasn't noticeably 
better than most 25ms screens. The speakers are decent as built-in fare go, and the svelte 
remote and slick on-screen menus are nice touches. This is a monitor we really want to love, 


but the $1,000 price and limited size get in the way. 


TO LCD OR NOT TO LCD? 
If we were to pick just one of the LCD monitors tested here to keep on our desks for 
the next few years, it would be the BenQ FP2081. The image quality and response 
time are just too good, and that huge 20” screen is to die for. But truth be told, 
we're pretty happy sticking with a good CRT for the time being. Sure they're bulky 
and the image isn’t quite as sharp as a good LCD running at its native resolution, but 
even the world’s best LCD creates a smearing effect in games due to the relatively 
slow response times. 

In the near-term, there doesn’t appear to be much effort involved in improving the 


LCD's shortcomings, as manufacturers instead focus on lowering prices. But further 


Screen Size Resolution 


cr x SV900MD б 19" 1280x1024 
BenQ FP2081 20.1" 1600x1200 
Hercules ProphetView 920 17” 1280x1024 
Philips Brilliance 180P2 18.1” 1280x1024 
Philips 150MT 15" 1024x768 

Planar PL191M тэ” 1280x1024 
Sony SDM-V72W 1280x768 


(wide screen) 


75 CGM | DECEMBER 2002 


out, perhaps 18 months away, is a new technology called Organic LED, which should 
be cheaper to manufacture, are brighter, sharper, thinner, consume less power, and 
best of all, have response times up to a thousand times faster than most LCDs. Don't 
hold your breath waiting for them to arrive just yet, though. The first OLED devices 
will be cell phones and small handhelds, followed by a few laptops, and ultimately 
desktop displays, and it'll be at least a couple years before they're commonplace. 

In the meantime, if you're in the market for a new monitor or buying a new com- 
puter with one, maybe a space and energy-saving LCD is the thing for you. You'll 
have to shop carefully to find one that won't impair your gaming, but the benefits 


might be worth the effort and extra cost. e 


Brightness Contrast Pixel Ног. Price 
reponse viewing angle 


170° $999 
160° $1840 


150° $749 


160° $1099 


$899 


$950 


$999 


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HARDWARE » 


HOTAS Cougar 
Did Thrustmaster chop this out of 
an F-16? This is heavy metal! 


Xo kK KY 


MANUFACTURER Thrustmaster 
(www.thrustmaster.com) MSRP $299.00 


OK, so you might never 
actually find yourself in a 
real cockpit of an F-16 but 
the HOTAS Cougar from 
Thrustmaster is the very 
EDITOR'S next best thing. Based on 
CHOICE the plane's block 52 stick 
and throttle controller, this is no mere joy- 
stick. It has s a full metal casing of both the 
flight control stick and throttle and together 
these carry some real weight. There are 28 
programmable buttons spread across the 
two units; multiple hat switches and even 
an 18-pound spring for solid resistance. 
None of this would mean much if it 
didn't delivered the goods when you're 
taking to the virtual skies but the HOTAS 
Cougar is one impressive bad boy of a 
stick and it doesn't get much better. With 
its Foxy programming software and 
numerous pre-sets for key flight simula- 
tions, it's like a workhorse for most mod- 
ern day flight simulations. The downside 
is that it's overkill for period games set 
during World War I, World War II or 
Korea almost to the point of being utterly 
anarchistic with its button layout. 
However, for those current-day jetsetters 
this could be the last word in controllers. 
Setup and connection to Windows XP is 
truly simple, certainly easier than passing 
airport screeners these days. It uses a full 
speed USB connection and features 16K of 


Ж: 


Computer 


76 CGM | DECEMBER 2002 


internal memory to access pro- 
gram settings. And while you 
might never notice it, this stick 
is hardware upgradeable 
using Flash so you'll be 
able to receive any 
updates on the soft- 
ware as well as 
hardware side. 
At $299 the 
HOTAS Cougar 
isn't cheap, 
especially 
when com- 
pared to most flight 
controllers and all-purpose joysticks, 
but it is like a dream device for the hardcore 
and faithful. It doesn't come with pedals but 
it is compatible with standard analog input 
devices. Considering its weight and size this 
is probably best used by serious flight simu- 
lation gurus because this is not something 
you'll want to take out and put away a lot, 
unless you think you need to hit the weights 
a bit. —Peter Suciu 


TrackIR GX 


It might be time to look around for 
a different controller 


EKEN >>; 


MANUFACTURER Eye Control Technologies, Inc. 
[www.eyecontrol.com] MSRP $129.00 


One thing that has been missing from 
first-person shooters and even flight simu- 
lations is that sense of fast movement that 
kind of disrupts your field of view. Games 
don't simulate it well because even 
if you make a quick jerk 
on the mouse the 
experience is more 
like a quick move 
of a camera than a 
turn of your head. 
Now there is a 
game controller 
that actually comes 
close to recreating the 
natural movement of your 
head - but so far the results 
don't impress. 

Eye Control Technologies, 


Inc. has 


к 


REVIEW 


introduced a gaming controller meant to 
replace the mouse by using a camera to 
track the movement of your head. The 
trackIR GX was originally developed as 
device for people with physical disabilities 
and the company believes it could be a 
viable mouse alternative. The results vary so 
significantly that the final judgment is still 
out, but from initial trials with first-person 
shooters and flight simulations—the intend- 
ed target genres—this game controller sim- 
ply lacks control. 

The biggest problem is that this camera 
device must sit on top of your monitor while 
you wear some sort of simple sensor, which 
is little more than a stick-on dot. If you're 
not one to wear glasses or a cap then you're 
stuck with a dot on your forehead. The 
tracking for simple tasks like navigating the 
Windows desktop is reasonable but it only 
moves the cursor and leaves the clicking to 
other hotkeys. There are an additional 17 
possible head positions to replicate these 
keys as well but that essentially requires 
learning a new skill to use properly. 

In games, especially first-person shooters, 
you are meant to keep your head perfectly 
still until you choose to make a movement. 
Nod or shake your head in reaction to some- 
thing on the screen and your onscreen view 
suddenly changes. Far too often in games 
like Day of Defeat and Medal of Honor, you 
have to nod up or down to re-center your 
view. The results are better with flight simu- 
lations but mostly because a mouse is pretty 
much a secondary controller, taking a back- 
seat to the joystick and pedals. 

The trackIR seems like an ideal way of 
allowing gamers who have lost the use of 
their arm(s) to play, but overall this is not a 
controller that will give you a gaming edge 

if you have mastered a 
mouse and key- 
board combina- 
tion. —PS 


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world with this superb sequel 
by Steve Bauman 


GENRE Spy Action 


DEVELOPER Monolith [www.lith.com] PUBLISHER Fox 
Interactive/Sierra [www.foxinteractive.com/ www.sierra.com] 
REQUIREMENTS Pentium Ill 500, 128МВ RAM MULTIPLAYER 
2-4 players; Internet, LAN ESRB Mature 


Ж: 


Computer 


EDITOR'S 
CHOICE 


When you’ve built a franchise 
around a single dominant element, 
sequels present a unique challenge. 
If you’re Men in Black II, you lose 
the coolness of discovering the 
unexpected ways aliens integrate 
with normal society, leaving you 
with nothing to do but revisit the 
same places with decidedly mixed 


results. If you’re the next Austin Powers movie, 
you’ve exhausted all the time-traveling culture clash 
kitsch possible so you toss in more urine, poop, fart, 
and sexual references than a John Waters movie. If 
you’re No One Lives Forever 2: A Spy in H.A.R.M.’s 
Way, with its groovy 60s spy setting and strong 
female lead, you slow down and deepen the game- 
play of the original while retaining and expanding 
the elements people loved. In other words, you make 
an already superb game even better. 

This isn’t too much of a surprise. Unlike movies, 
games sequels are almost always superior, if only 


CGM | DECEMBER 2002 


This is definitely a game with character(s). The Lithtech engine’s superb facial animation brings the cut scenes to vivid life. 


No One Lives Forever 2: 
А Spy in H.A.R.M.’s Way 


Nobody does it better: Monolith is at the top of the gaming 


technologically, to their predeces- 
sors. Besides, developer Monolith is 
on a roll, with the original No One 
Lives Forever, Aliens Versus Predator 
2, plus the upcoming Tron 2.0 and 
Matrix online game. A Spy in 
H.A.R.M.’s Way takes the original’s 
setting and polishes the hell out of 
everything. The gameplay, a mix- 
ture of pure gun-toting action and 
cool, stealthy spying, is refined to 
near-perfection, with a simple skill system that gives you obvious, tangible feed- 
back that you’re becoming a better spy. It’s full of cool gadgets, clever humor, 
and superb pacing that makes it feel like a comedic role-playing/adventure/action 
hybrid, a sort of Deus Powers. The single-player game offers the kinds of memo- 
rable moments the original is famous for, and there’s also a simple co-operative 
multiplayer game for up to four players that lets your take on subsets of the sin- 
gle-player missions. It’s entertaining the first few times but loses steam quickly; 
however, it in no way diminishes the impact of what is a superb overall game. 


Cate Archer, super spy 

Once again, you take control of the British super spy Cate Archer, now voiced 
superbly by Jen Taylor instead of Kit Harris, as she battles the nefarious 
H.A.R.M. and tries to uncover the meaning behind something called “Project 
Omega.” Though you’re no closer to finding out just what H.A.R.M. actually 
stands for (you can uncover its mission statement and marketing problems), 
you do face off against some familiar and not-so familiar foes: Dmitri Volkov, 
Magnus Armstrong, a new director of H.A.R.M. with a serious mother complex, 
and Isako the ninja. After facing off against entire levels full of mimes, particu- 
larly ones that speak in outrageous French accents and tend to run away like 
they're riding a pony, it’s hard to imagine why we've been deprived of killing 
them for so many years. 

As Cate tries to diffuse a taut situation between the Russians and the US, she 
finds herself traveling to exotic places, meeting interesting people, and generally 
killing them in all sorts of sneaky ways. There are levels set in Japan, India, 
Siberia, and H.A.R.M.'s needlessly complex undersea and underground lairs (in 
the latter, you'll finally uncover the why and how of lava). In a slightly windy 
Akron, Ohio, you get to search through Tom Goodman's bachelor pad, giving you 
tons of insight into his character (just check out the door to his "secret" spy area). 


Extraordinary * * * * * Excellent * * * * 
Maybe ж ж ж 


Mediocre ж ж Contemptible * 


[top] Your mascara сап come in handy in a tight pinch. >>> [bottom] If you can't kill ‘em, 
crack 'em up! The level in India lets you really use some of Cate's weirder arsenal. 


Spuing for fun 
Along the way, you uncover bits and pieces of the story from various H.A.R.M. 
internal memos (they need a better document destruction policy) and the over- 
heard conversations of the various talkative guards and henchmen. But mostly 
you watch a lot of superbly produced cut scenes. In the original game, as clever 
and well-written as they were, these tended to be interminably long. For A Spy 
in H.A.R.M.’s Way, they’ve been tightened and shortened, so much so in fact 
that it’s hard not to wish they were a little longer. They range from funny to 
downright surreal, such as the scene that plays out in the “Endgame.” It 
involves game shows and square people... you really need to see it to believe it. 
If the plot and settings don’t quite reach the zippy highs of the original, it’s 
certainly not the fault of the game but a case of our own raised expectations. It’s 
all pretty damn amusing, if not downright funny, with marketing weasels every- 
where taking a lion’s share of hits. With almost every other action game being 
full of macho blustering and dark colors supposedly making them all intense 
and scary, it’s practically radical for this game to be bright and shiny and, well, 
sometimes girly. 


Paranoia and Spying in the House of Games 


Deus Ex 

RATING ЖЖЖ * 

Our Word "When it's all done, you might even find you 
again, just to build a different J.C. Denton and tackle things diff 


In Cold Blood 

RATING Ж ЖЖЖ 

Our Word "Its mix of classic adventure-style gameplay, intrigu 
ing storyline, logical puzzles and just a touch of action make it a 
topnotch choice for fans of thought-inducing gameplay 


Majestic 

RATING Ж Ж 

Our Word "...most of the game is earnest, limp, and slow. The 
truth is out there, but in this case, it's not really worth finding 


The Messenger 

RATING Ж Жж Ж 

Our Word "...it is aimed at the adventure purist who is willing to 
scan and shuffle without complaint... waging intellectual war 


against the forces of evil.’ 


Metal Gear Solid 

RATING Ж ЖЖ 

Our Word "[It] may have been one of the first games to blaze the 
'stealthy action' trail, but more recent PC offerings have done it 
better, which leaves this port showing its age." 


No One Lives Forever 

RATING ^ ЖЖЖЖ 

Our Word "It's the absolute antithesis of every hackneyed blast- 
a-thon... no other shooter has come as close to living up to our 
raised expectations for the genre." 


Sanity: Aiken's Artifact 

RATING Ж Ж Ж 

Out Word "If you are entertained by style alone, this game may be 
right up your alley. If you also want truly challenging puzzles and 
combat that rewards creativity, you may be a bit disappointed." 


Spucraft: The Great Game 

RATING ^» ЖЖЖ 

Our Word: "[It's] like nothing else you have ever tried. ... if 
you're not already paranoid, [it] will guarantee sleepless nights." 


Traitors Gate 

RATING Ж ж Ж 

Out Word "There's a lot to like in the way the world is built with емегу- 
thing inter-connecting, and the tools you must make use of in order to 
proceed... but there are too many flaws that detract from the fun." 


REVIEWS » 


^ 80 


The spy they love 

The camera, and the 3D artists, love Cate Archer. She 
has better hair than any other character in gaming, 
and her outfits are incredibly posh. She's fun and sexy 
because she feels like a truly three-dimensional char- 
acter rather than a caricature. The attention lavished 
on her in cutscenes is astounding. She comes alive, as 
do all of the other characters, because the Lithtech 
engine allows a full range of facial expressions. The 
sheer number of animations, eye-rollings, and gestures 
makes it appear that Cate Archer isn't just a 3D char- 
acter animation, but an actor giving a performance. 

The environments are equally impressive. When 
discussing graphics, people get hung up on polygon 
counts and texture resolution, focusing on the 
mechanical method of creating the look while essen- 
tially ignoring its most important element, the overall 
art direction. Even if the graphic engine wasn't up to 
par in the game—and the "Jupiter" version of Lithtech 
is phenomenal, better looking and faster than its pre- 
decessors—it would still be a beautiful game. It's full 
of amazing little details—stop and laugh at some of 
the bizarre signage and strange objects—and its 
adherence to that bizarre 60s aesthetic makes the 
graphics of the supposedly more technically sophisti- 
cated but grotesquely cartoonish Unreal Tournament 
2003 look like the notebook scribblings of fantasy/sci- 
fi novel art-obsessed 15-year olds. 

The audio is equally distinctive. Unlike the 
warmed-over metal or industrial retreads seen in every 
other action game, the soundtrack is full of appropri- 
ate ethnic motifs for each environment, though played 
with appropriate 60s instrumentation. It's more 
Esquivel! than Reznor—instead of grinding guitars or 
pounding synthesizers, you get a lovely Theremin in 
the underwater lair, some extremely cool Indian and 
Japanese motifs, and something disturbingly reminis- 
cent of the theme from Elevator Action in Siberia. 


Spy games 

All the presentation in the world doesn’t compensate 
for weak gameplay, but once again Monolith hits the 
target. It makes perfect sense for a spy game to 
emphasize stealth, and if the original was too unfor- 
giving and lacked some of the basic tools of stealth, 
like leaning around corners, A Spy in H.A.R.M.’s 
Way pulls off the trick of making it equally satisfying 
to either blast or sneak your way through each level. 
You’re rewarded more with the latter approach, as it 
allows you to soak in more of the guard dialogues 
that add so much flavor to the game. 

Creeping around also gives you more chances to 
observe the excellent AI. In some ways, it’s actually 
dumber; for playability reasons, it tends to investigate 
various noises with less urgency or certainty and has a 
very short memory, often giving up the chase (or in 
the case of the Indian officers, keeling over to catch 
their breath because they’re out of shape). You can 
knock over bottles and make noise—unintentionally or 
not—and they’ll immediately investigate, but just as 


CGM | DECEMBER 2002 


quickly break off the search. You can unscrew lights to darken rooms and keep 
the AI from turning the light back on and discovering you. Unlike the first game, 
all alarms are localized, keeping your occasional slip-ups from becoming large- 
scale problems. It’s the first 3D game since Thief II to make stealth entertaining, 
and it’s considerably more forgiving than Looking Glass’ game, because in a 
pinch, you can always just blast your way out of a level. 

Monolith also improves on the exploration-aspect (i.e. “adventuring”) of the 
genre by rewarding you for discovering bonus objects and completing sec- 
ondary objectives. You can spend the points you accumulate for completing 
tasks and finding objects on improving various attributes, like stealth, search- 
ing, carrying, etc. While the first game had a similar system, it was hidden well 
enough that that no one 
noticed or cared about it. 
Every skill improvement is 
now obvious and drastic, 
proving even more motiva- 
tion and reward for improv- 
ing Cate and exploring the 
environments. The tweaks 
let you tailor the game more 
to your style of play. 

The superb interface fea- 
tures minor changes that 
strip away the tedious parts 
of your typical 3D action 
game. There are simple little 
things, such as the “Action” 
button automatically reload- 
ing your weapon when it’s 
not engaged in some action, 
and more complex ones, such 
as automatically switching to 
the best tools for a given job. 
Monolith alone seems to realize that it’s a lot more fun to decode messages and 
pick locks than to constantly switch between your weapon and your decoder or 
lockpick. When you do change weapons and/or tools, you get to experience what 
have to be the best putting-things-away and taking-things-out animations ever. 


Armed with her mighty banana, Cate Archer takes on 
evil in all of its forms. 


The spy we love 
It’s little details like an inconsequential animation that make this such a special 
game. And when you compare the output of all of the companies producing 3D 
shooters nowadays, a game as vibrant and alive as A Spy in H.A.R.M.’s Way 
exposes how creatively bankrupt the others are. They all produce safe, attrac- 
tive, and competent shooters, but their games are completely predictable. Their 
macho bluster keeps them from giving off any sense that they’re slightly 
unhinged—it’s impossible to imagine anything as surreal as the “Man Handler” 
scene appearing in anyone else’s shooter. Too many developers equate dark 
and dreary with serious and tension-filled. There’s more tension and action 
sneaking around one level of Cate Archer’s candy-colored world than there is in 
the entire Solider of Fortune series or in something like Max Payne. 

No one does this kind of game better than Monolith at this point, and no 
game released thus far this year is as good as No One Lives Forever 2. 


UPSIDE Improves on the original in every way imaginable, beautiful looking, superb 
production values throughout, seriously fun in a very non-serious way 


DOWNSIDE Ends too soon, multiplayer sounds better on paper, sound and crash 
problems on some machines 


RATING Ж ж Ж Ж Ж 


Fron n the maker: of the ward wi П] 11] 14 ` Euro pa Uni ver: 


Hearts of Iron, the first WWII game of grand strategic scope, covers the war from 1936 -1947 and lets 
you control and conquer any country in the world. Assign political leaders and promote generals as you 
struggle against the great alliances of the new world orders of Fascism, Communism and Democracy! 


* EVERYONE 
© хе иы ы чы йым ы мы» crus 
Bo Violence 
©2002 Strategy First Inc. All rights reserved. Hearts of Iron is a trademark of Paradox Entertainment AB. All 


pa radox ˆ rights reserved. All other trademarks and copyrights are the properties of their respective owners. es RE 


82 


GENRE First-person WWE Shooter DEVELOPER Digital Extremes/Epic Games 
[www.digitalextremes.com/www.epicgames.com] PUBLISHER Infogrames 
[www.infogrames.com REQUIREMENTS Pentium Ill 733, 128MB RAM 
MULTIPLAYER 2-32 players; Internet, LAN ESRB Mature 


Dude. Die, bitch! Ownage! Unreal Tournament 2003 rocks. It rawks! Don't 
forget to turn the safety ofí! To read this review, you have to say everything in 
bold face as if you were announcing a monster truck rally on Tuesday night. 
Tuesday, Tuesday, Tuesday! 
Now try it again: Unreal 
Tournament 2003 really rocks! 
Dude, that's better. 

It's righteous. It's absolutely 
bad ass. Aíter you capture the 


by Tom Chick 


flag, you can press a key to smack 
your own ass. How wicked sick is 
that? Monster kill! When you're 
doing really good, Unreal 
Tournament 2003 even says “holy 
shit!” Out loud! It cusses, something 
they don’t do so much since 
Kingpin. Kingpin! Dude, don’t let 
your Mom hear. 

This faux-pro-wrestling over-the- 
top piercing shrillmanship stuff is 
all up in your face. You can’t even 
pick your character model without 
the announcer bellowing its name. Cannonball! Subversa! Widowmaker! 
Brutalis! Badass gladiators, all! When was the last time a game’s shell screen 
had you reaching for the volume button? Hat trick! Thirty Seconds! Multi 
Kill! Holy shit! 


out, wicked sick! 


Talking smack 

It’s exhausting, embarrassing, exasperating, and maybe even irrelevant. But it 
highlights that even as games get more advanced, they can be as juvenile as 
ever. Unreal Tournament 2003 will not stop reminding you that it’s as cool as 
stuff like Vin Diesel, the WWE, and Limp Bizkit, which you can take to mean 
whatever it means to you. This would be a non-issue if the game weren’t so 


CGM | DECEMBER 2002 


[left] These levels rock, for serious! [above teft] These guys are righteous bad-asses! [above right] Dude, check it 


slathered in this overbearing sensibility. 

It’s not just the high school smack talk. It’s the gra- 
tuitous bone-crunching sound effects, like snapping 
stalks of celery, as a body is blown backwards. It’s the 
limb-jangling rag doll physics wracking a corpse as it 
plummets down a pit and bangs off the bars of a 
series of grates placed for no reason other than to 
show off the rag doll physics. It’s the blood spraying, 
the de-limbed torsos, and the headless corpses with 
flames where their heads were before they got sniped 
clean off. It’s the supremacy of twitch action, the 
ultra-fast default game speed, the new double jump- 
ing, the new wall bouncing, and the new adrenaline 
combo power-up boosters like tap-tap-taptap, tap-tap- 
tap-tap, or tap-tap-taptap. It’s the tutorial explaining 
that “it is in your best interest to hop as much as pos- 
sible” and the jump boots being replaced with shim- 
mering jump pads built into the level design. It’s no 
thigh pads and no shield belts, but big fat obvious 
glowing orange shield icons spinning around. It’s the 


Unreal Tournament 2003 


| The day the magic died... but at least it died a beautiful death 


weapons tuned and balanced so thoroughly that victo- 
ry can only be decided by the raw skill and reflexes 
that shut out newbies, who will get their asses kicked 
until they learn to like it, get better, or quit playing 
like a bunch of panty waist bitches who can go 
offline, turn down the speed, switch off dodging and 
adrenaline, and dial down the bots a notch or two if 
they want, but stay the hell off the servers unless they 
wanna be lunch meat for your clan. 

Here is first-person hyperaction, an unsophisticat- 
ed and complex groove of killing and being killed as 


tavy attack in 


[above] This guy is about to smack his own ass, no joke! 


pumped up as a power mad thirteen-year-old on a 
sugar jag. As other shooters grow up and grapple 
with words like realism and storyline and preten- 
sions like mise en scéne and sly humor, here we 
have an unrepentant throwback to the simple need 
for speed. It's been out of fashion for a while, but it's 
back like the reincarnation of id's Quake III. This is 
the second time the developers at Epic have trumped 
their counterparts at id. The first time was back in 
1999 when both Quake III and Unreal Tournament 
were released. Unreal Tournament was the far supe- 
rior product on so many levels: aesthetics, variety, 
depth, accessibility, innovation, flexibility, and what- 
ever people meant by broad terms like "gameplay" 
and "fun". Quake III was a soulless technical marvel 
that played really fast. Now Epic is trumping Quake 
III again with Unreal Tournament 2003, its own soul- 
less technical marvel that plays really fast. 


But it's pretty 

There’s no denying that it’s a state-of-the-art technical 
marvel without parallel. You’ll need serious hard- 
ware, since it eats CPU cycles and video memory for 
breakfast and then comes back for seconds while 
other games are still sipping their first cup of coffee. 
There are curved surfaces and intricate detailing for 
no reason other than to make you stop and say ‘look 
at all those curved surfaces and all that intricate 
detailing’. Are polygons so commonplace now? Is 
lighting really that cheap? Does a ceiling fan really 
need to cast a lazy spinning shadow on the floor? 


$300 graphics card. 


These graphics do manage to breathe new 
life into conventions like lava, castles, and 
snow (although it seems that no amount of 
Epic’s lavish detail can revive the stale look 
of hi-tech industrial grunge). Like Wing 
Commanders and Quakes of old, this is an 
upgrade-your-hardware game that’ll wring 
every penny’s worth of splendor from a 


But Unreal Tournament 2003 is soulless 
because it’s missing so much of that sense 
of discovery that made Unreal Tournament 
great. You won’t find anything quite like 
the thrill Epic delivered three years ago, 
when you first played assault mode running 
the length of a speeding train or swimming 
down to an undersea base, when you fig- 
ured out the shock rifle combo or flew your 
first redeemer, when you played with the 
virtually unlimited combos afforded by all 
those mutators, and traded shots with Steve 


Polge’s convincingly. 
fallible bot AI. 

Not that Unreal 
Tournament 2003 
doesn't try. The AI 
is still first rate, so a 
tip of the hat to Mr. 
Polge. But the new 
game modes con- 
sists mainly of a) 
everyone rushing 
after one person or 
b) everyone split- 
ting into two 
groups. There are 
no trains or galleons 
and in the undersea 
base, the undersea 
part is just window 
dressing with alien 
shark models swim- 
ming around out 


there while you're dry inside. The shock rifle combo is a feature instead of a 
secret and the new Ion Painter elicits a shrug more than anything else. The 
mutators read like a perfunctory list of options: low grav, big head models, 
instagib, been there, done that, got all the T-shirts three years ago. It all feels like 
a pod people version of Unreal Tournament. It's not that the magic is gone. It's 
just not magic anymore. 


DOWNSIDE 


RATING 


It's wicked sick Ownage of the speed freak first-person shooter 


action genre! 


And it won't stop reminding you 


Ж Ж Ж 


WWW.CGONLINE.COM 


83 


REVIEWS » 


84 


баў 


Computer 


EDITOR'S 
CHOICE 


Battlefield 1942 


The new king of the multiplayer (only) shooters 


by Benjamin Е. Sones 


GENRE Online Shooter DEVELOPER Digital Illusions [www.dice.se] PUBLISHER 
Electronic Arts [www.ea.com] REQUIREMENTS Pentium Ill 500, 128 MB RAM, 32 
MB Video Card MULTIPLAYER 2-64 Players; Internet, LAN ESRB Teen 


Sometimes great games take you by surprise. Such is the case with 
Battlefield 1942, a game created by Digital Illusions, a little known 
developer of racing sims and pinball games. Remember Motorhead? 
Pinball Dreams? Barbie Groovy Games? Don't worry, no one else does 
either. [Console fans may remember Rallisport Challenge for Xbox, 
though. —ed] You can bet dollars to donuts that everyone will be 
talking about Battlefield 1942 for years to come, because it is easily 
one of the best action games this year, and possibly the best online 
team-based game ever. Go figure. 

If you played the wildly popular Wake Island demo that circulated 
before the game's release, you're probably nodding your head. Of 
course, if you played the Wake Island multiplayer demo, then you 
probably already bought the game, too. As a sales pitch, it was awful- 
ly convincing. The full game is even better, but it shares one thing 
with the demo: it is essentially a multiplayer-only experience. Not 
only that, it's one best experienced through the low-ping luxury of a 
broadband connection. The documentation recommends modem users 
stick to 16 player games, and that's too few players by half for many 
of the maps. Of course, you can always play off-line... or not. The 
game box says nothing at all about the solo campaign, and that is 
probably just as well. It is terrible. Put it out of your mind. 

If you fall into the “online shooter fan with broadband" category, 
make no mistake this is one of the best games of the year, a perfect bal- 


CGM | DECEMBER 2002 


ance of fun and realism, and simple mechan- 
ics with complex permutations. The World 
War II setting provides a familiar backdrop 
with immediately recognizable enemies, bat- 
tles, and goals. You may have heard of the 
long-time PC gaming pipe dream called the 
"virtual battlefield." Here it is. 


Did you see that? 

Perhaps the most endearing feature in the 
game is this: neat stuff happens. It's not the 
carefully storyboarded, choreographed, and 
scripted neat stuff that is the hallmark of 
post-Half-Life shooters; it's the type that 
comes from carefully constructing an envi- 
ronment filled with tangible goals and 
assorted instruments of destruction and 
then setting a bunch of completely 
unchoreographed players loose in it. 
Carefully scripted neat stuff can be visceral 
and engaging, but it is a hollow sort of 
thrill that comes from having exactly the 
same experience as every other player. 
Remember storming Omaha Beach in 
Medal of Honor? So does every other player 
that picked up the game. They probably 
remember it exactly as you do. 

The neat stuff that happens in Battlefield 
1942 is even more entertaining for its spon- 
taneity. The game sets the stage but the 
players create the drama. Imagine running 
through the hedgerows of the Normandy 
countryside. You hear the sounds of several 
battles raging in the distance, and an M7 
Priest is shelling tanks from the relative 
safety of a nearby roadside ditch. You see a 
German Engineer mining the bridge to 
Carentan, and so you drop to one knee and 
take him down, rush to the bridge, and 
pick up the mines that he dropped. You 
hear a low roar, and a group of players 
swoop overhead in a B-17 bomber, heading 
North on a bombing run. Two German 
fighters are dogging it, and the sky erupts 
in puffs of flak as another player opens fire 
with an AA battery. One of the fighters 


« REVIEWS 


goes down in a ball of flames, hitting the 
ground 40 feet away. You have a fraction 
of a second to realize that the wreckage is [elockvise from right:'Sniping roosts are handy... 
rolling towards you, and another to get just remember to check your back every now 
out of the way. So you dive over the side and again. »»» Submarine pilot: the ultimate 
of the bridge just as the fighter rolls across сотре. с nU Mou cf Dici 
the spot where you 

were standing in a 
cloud of dust and 
debris, setting off 
the mines in a spec- 
tacular explosion 
that kills you before 
you have a chance 
to fall 50 feet to the 
river below. 

That sort of thing 
happens in the 
game. All the time. 
muster before it loses 


The spice of life the battle. You deplete 

The game matches this incredible variety your enemies' tickets 

of events with an equally incredible vari- by killing their soldiers 

ety of content. If you get tired of or by holding objec- 

hedgerows in Normandy, you can take the tives, sort of like a 

helm of a Fletcher-class Destroyer in the Domination mode in 

waters off Midway Island. Or battle tanks Unreal Tournament, but 

and snipers in a brutal street battle amidst the objectives have intrin- 

the ruins of Stalingrad. Or lead a tank col- sic value as well. Some func- 

umn through the maze of canyons at tion as spawn points. Some 

Gazala. Or face down deadly Tiger tanks contain caches of ammo, or med- 

in the frozen countryside at the Battle of ical lockers, or vehicles. Some are 

the Bulge. There is a little something for strategic chokepoints. You do not seize objectives merely to fulfill an 

all manner of tastes, and if you get tired of abstract requirement for victory. You seize them because they are use- 

one map you can move on to another. ful. The weak, Gamespy-powered server browser is the only real chink 
You can also try out any of the five dif- in the game's online armor. 


ferent “kits” (Assault, Medic, Anti-Tank, 
Engineer, and Scout), each of which is use- 


ful to differing degrees and in different About that solo game... 
ways on each map. If you cut your chops “Now really,” you may be saying to yourself, “if the multiplayer game 
playing an Assault grunt in the streets of is so wonderful, the solo game can’t be that bad, right?” Yes, it can. 
Berlin, you will find that being an Engineer And it is. Honest. No, it does not make for an interesting diversion. 
in Tobruk is like playing an entirely differ- No, you cannot use it for practice, even if you have a machine power- 
ent game, and that is a good thing. ful enough to run it with more than a handful of bots, which you 
With so many kits, maps, and vehicles, almost certainly do not. All you are missing is some of the dumbest 
you might think that the game would be a AI in shooter history playing on exactly the same maps that you could 
bit... overwhelming. It's not; in fact, it be playing online. Just pretend that the solo portion of the game does 
does a superlative job at balancing accura- not exist. It's better that way. 
cy and entertainment. It's exactly as realis- When you get right down to it, Battlefield 1942 doesn't need a solo 
tic as it needs to be, and not one whit campaign. If Digital Illusions had decided to leave it out altogether, 
more. The vehicles are easy to operate, this would still be a fantastic game. If you have the bandwidth to run 
with simple and consistent controls. Foot it, buy this game. If you do not have enough bandwidth to run it, get 
combat employs some interesting but logi- more bandwidth. Then buy this game. 


cal twists, such as weapon fire that is more 
accurate when you are crouching or prone. 
Tying it together is the best conceived set UPSIDE The best multiplayer shooter since multiplayer shooters 
of goals since Counter-strike. The highlight ЕГУ | 
is "Conquest," in which each team starts 


with a number of "tickets" that represent А WEISEN 
RATING 
the number of reinforcements that it can » db. db. db. dh. 


DOWNSIDE Don't even ask about the solo game 


WWW.CGONLINE.COM 85 


REVIEWS » 


Syberia 
Let’s go adventure gaming, let’s go! 
by Matthew Peckham 


GENRE Adventure 
DEVELOPER Microids 
[www.microids.com] 
PUBLISHER The Adventure 
Company [www.adventurecom- 
panygames.com] 
REQUIREMENTS Pentium Il 
350, 64 MB RAM, 3D accelerator 
MULTIPLAYER None 

ESRB Teen 


Writers keeps trumpet- 
ing the demise of « insert 
genre» gaming every cou- 
ple years. It's like the 
industry has a two-year 
sliding memory bank. 
Fortunately, developers like Microids keep popping 
up to prove the fair-weather pundits wrong with 
games like Syberia. Old-school fans of adventure 
games pay attention: this is what you've been wait- 
ing for since The Longest Journey. 

The game opens in a rustic European village some- 
where in the French Alps. It is raining. A wind-up 
drummer stutters along, frowning, leading a bizarre 
funeral procession up a cobblestone street. In the 
background, a lone violin plays a mournful dirge. A 
horse-drawn carriage passes, piloted by a hunching, 
silvery figure: Mechanical men in ties and trench 
coats follow, taking lurching steps, not quite in lock- 

; step, sporting top hats and umbrellas. From the get- 
go, you know things are not going to play out on the 
straight and narrow. 

You assume the role of perky Kate Walker, an 
attorney for the New York law firm Marson and 
Lormont Associates. Your firm has sent you to 
Valadiléne—an alpine village in France, home of the 
Voralberg Toy Company and the “world capital of 
mechanical toys and automatons"—to close a major 
business deal. Voralberg toys have been around since 
the 13th century, but over the past decade or so have 
fallen out of demand due to the rise of electronic 
forms of entertainment (like, ha ha, video games). 
Now a multinational company wants to buy 
Voralberg Manufacturing. But when you arrive, the 
last heir and owner has died. A little investigating 
turns up information that points to another possible 
heir to the factory, and thus begins your real quest: 
to hunt down this enigmatic figure by following a 
series of clues that will lead across Europe and even- 
tually to the remotest regions of Asia. 

The developers have pointed out that puzzles in the 


86 СОМ | DECEMBER 2002 


[top right] Inside the great library of Barrockstadt. >>> [above] The 
smoky city of Komkolzgrad, a veritable Stalinist paradise. 


NN 


УМ 
\ МУЗУР ИЕ. SINE 


game would buck the tradition 
of Myst-style abstractness, where 
playing the right tune on a key- 
board might open a doorway but 
leave you wondering what the 
hell the keyboard was doing 
there in the first place. To their 
credit, this is mostly the case, 
and it really lends to the sense of 
accomplishment as you work 
your way steadily between the 
game's four primary locations. Rarely are you left wondering what to 
do next, keeping you from abandoning the game for a week or a month 
(or forever) because of some silly checkerboard brain teaser. The game 
adds a cell phone to Kate's inventory, which is necessary to solve cer- 
tain puzzles while at the same time providing for occasional interrup- 
tions by friends and relatives that help flesh out Kate's raison d'etre. 

The downside of super-integrated puzzles is that you will also tend 
to solve them perhaps a bit too quickly, propelling yourself through 
the plot at a breakneck pace and reaching the satisfying conclusion all 
too quickly. In fact, what gives the game legs is also another one of 
its problems—Kate’s on-screen motion. She's quite the slowpoke. It's 
not a big deal at first, but you find that getting her from point-to-point 
is a chore, especially given the intricacy of some of the environs, but 
these are minor quibbles. 

Visually, the screen is filled with images of haunting originality. 
Corroded metal landscapes bleed into lush organic terrariums; delight- 
fully idiosyncratic characters greet you at all points on your journey; 
creaky “tik-tok” automatons shuffle along brick streets, perch over 
doorways, and tip their Fred Astaire hats at you with surreal politeness. 
It’s like Frank L. Baum and Fritz Lang fell into a mixing bowl some- 
where and this is what rolled off the baking rack. The music is solemn 
yet inspired, in the tradition of the best adventure games, blending 
almost perfectly with the mood of a scene or the flavor of a moment. 

Syberia is a boon for adventure gaming. While it doesn’t necessari- 
ly propel the genre forward, it does capstone all the elements that 
make the genre great, as well as provide plenty of reasons to sustain 
it. Adventure fans or anyone partial to rare storytelling, don’t miss 
this one. 


Computer 
Games 
EDITOR'S 
CHOICE 


UPSIDE 


Brilliant, original visuals, riveting story, and voice acting that doesn't suck 


DOWNSIDE Ends too soon, Kate tends to amble around like Grandma at the 


grocery store 


Leod od 


RATING 


QUT OF GRITTY TEXTURES AND INTRICATE. 
INDOOR ENVIRONMENTS: Pc скис 


An e 


5. AONE OF THE MORE INTERESTING 
‘SHOOTERS OF THE FALL SEASON.” 
| -GAMESPY 


THE FACE OF WAR НА$ CHANGED 


Western Germany, March 1964 - The last Great War continues to rage on. À front line divides war-torn 
Europe and separates allied and enemy troops. You have been assigned the ultimate mission, which if successful, 
could finally put an end to the 50-year war. Battle through 6 massive campaigns as you attempt to destroy key 
military positions deep behind enemy lines. 


Iron Storm will have you battling 3 in the muddy trenches of the font line, infiltrating an enemy science 


complex, sweeping out sniper nests, battling onboard an enemy infested armored train, and more. The 
fate of entire nations now rests solely in your hands. 


'P 


- 
www.iron-storm.com 
BLOOD AND GORE * 
VIOLENCE ә о 
On XY Wwanadoo = [Cj 
CONTENT RATEO BY — ML ic games 
ESRB ROM 4x Studio РА ° 


Software © 2002 4X Studio/ DreamCatcher Interactive Inc/ Wanadoo Edition. Package design © 2002 DreamCatcher Interactive Inc. GameSpy Arcade is © 1994-2002 GameSpy Industries, Ltd. The GameSpy logo and "GameSpy" 
are the trademarks of GameSpy Industries, Ltd. The ratings icon is a trademark of the Interactive Digital Software Association. DreamCatcher design and mark are trademarks" Bf DreamCatcher Interactive, Inc. All other brands, 
product names and logos are trademarks or registered trademarks of their respective owners.All rights reserved. 


REVIEWS » 


Medievat Total War 


A game of thrones: Shogun's heir has matured 
by Kelly Wand 


° 


"RM 

462 ВкЕмем - | 

GOOD ' ATTACK 

FIGHTING (LOSING BADLY) 
NCERTAIN (WORRIED BY SO MANY 
ASUALTIES) 
VERY TIRED " а 

f e 


EY y 


j 2 
2 о 2 2 
Fes all 


GENRE Historical Strategy DEVELOPER The Creative Assembly 
[www.totalwar.com] PUBLISHER Activision [Www.activision.com] 
REQUIREMENTS Pentium Il 350, 128MB RAM MULTIPLAYER 2-8 
Players; Internet, LAN ESRB Teen 


лг 
1 1 2 4 


* 


Medieval: Total War is an entertaining, thoroughly 
Anglicized follow-up to 2000's well-regarded austere blood- 
bath Shogun: Total War. Though markedly more soaked in 
period detail and enhancements big and small, it's good for all 
the same reasons as the original. What gives Medieval its zing 
is how its paired modes of turn-based empire building and 
realistically chaotic battle screens complement each other as 
well as Lance Bass and an airless vacuum probably would 
have in a more idealistic universe. 

The designers have upped the ante by adding over a hun- 
dred new classes of units; the number of separate gunpowder- 
using troops alone would nicely satisfy the barracks of many 
another real-time strategy game. Also heartily welcome is the 
integration of castle siege warfare, complete with trebuchets 
and catapults necessary for the demolition of gatehouses and 
arrow towers that otherwise tear your men-at-arms to ribbons. 
Few games have ever delivered the tactics-over-glitz satisfac- 
tion of decimating vastly superior forces using terrain, morale, 
and careful positioning of combined arms the way Medieval 
does; patience and intelligence prevail over numbers every 
time here, and that's solid design. 

Graphically, though, despite big gains made since Shogun, 
the detail on the individual units is scant to none and the move- 
ment animations are herky-jerky at best, regardless of your res- 
olution or what's under your hood. Things only get worse the 


88 CGM | DECEMBER 2002 


АКТ ЛЛ ТТ 


larger the forces involved. Clashing 
armies simply meld into a twitching 
mishmash of colors, bouncing flags, and 
indiscriminate screaming, especially on 
Gamespy's Internet multiplayer, where 
it's safe to say that the kinks just 
haven't been worked out. Mid-game 
crashes are common, which is even 
more frustrating considering how long it 
takes just to set one up (up to eight 
players handpicking and upgrading six- 
teen armies with the assigned florins available takes a while). 

The game comes with only three stand-alone historical battles, all 
involving England, and two are merely riffs on Braveheart. But the 
number of historical campaigns, some of which require unlocking, 
compensates big-time. They feature scenarios of Saladin, the 100 
Years' War told from both perspectives, the Mongolian Golden Hordes, 
and a bunch more. No commemoration, oddly, of the 1453 battle at 
Constantinople that marks the deadline for the single-player campaign, 
but the map editor makes filling such blanks a matter of moments. 

The single player campaign is Medieval at its most engrossing. As in 
Shogun, you administrate the expansion and infrastructure of an empire 
chosen from among twelve factions such as the Danes or the Arabian 
Almohads, all across what looks like a giant boardgame map of medieval 
Europe resting on a weatherbeaten oaken table that evokes nostalgic 
memories of old-school wargames like Kingmaker and Diplomacy. With 
the occasional battle providing background chorus, the bulk of your time 
is spent building watch towers, assassins, bishops et al., and sending 
them out to harangue or charm your AI opponent factions. 

The fun is in the wealth of near pointless but fascinating details, 
and in the vagaries of fate. It’s possible, for example, to have nothing 
going on but six princesses scouring the Siberian steppes for possible 
suitors to forge a strategic alliance. Religion also plays a larger but 
subtler role this time. Shogun featured two religious factions, the 
Buddhists and the Christians, each of which allowed recruitment of a 
different type of warrior unit (the Buddhist monks were semi-magical). 
Here there are five religious factions, and their effects are purely politi- 
cal. The Papacy, for example, can excommunicate a Catholic faction, 
making them fair game for “crusades,” a legal excuse to march troops 
through neutral lands and take them out militarily to acquire their 
lands and wealth. The Islamic version is a jihad, which can only be 
taken advantage of to reclaim invaded territories. Upgrading your 
province’s church to a cathedral allows you to build Inquisitors, which 
can be used to put enemy generals on trial for heresy and burned. 
Fleets create trade routes and blockades and even fight. The victory 
conditions include a “Glorious Achievements” option, the specifics 
(and difficulty) of which vary from faction to faction. 

With its rich in atmosphere and wealth of strategic options, 
Medieval is compelling for long hours into the night in the way of all 
games we'll think back on smiling in our old age. The more you play 
it, the more you find. 


I've heard of uphill battles but 
this is ridiculous. Clashing 
armies too often meld into a 
twitching mishmash of colors. 
bouncing flags. and indiscrimi- 
nate screaming. 


UPSIDE Lots of fun, rich in atmosphere and strategic options, capability for 


battles involving more than ten thousand troops 


DOWNSIDE Each of those troops adds ten bucks to the hardware require- 
ments, post-WarCraft Ill movement animations already look dated, 


spotty online stability 


ЖЖЖЖ > 


RATING 


it's what's inside that counts. 


сиге 


With 350 new cards, the Onslaught™ expansion is the perfect entry into 
the Magic: The Gathering“ Online game. And the new Morph mechanic 
allows you to keep a poker face as your opponents lose their heads. 
That's because you play Morph cards face down. So they won't know 
what's lurking underneath, except that it's going to be one nasty surprise. 


free game download 
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All trademarks are property of Wizards of the Coast, Inc. ©2002 Wizards. 


Mafia 
Grand Theft Edsel, capiche? 


by Douglas L. Erickson 


GENRE Angry Taxi Simulation 
DEVELOPER Illusion Softworks 
[www.illusionsoftworks.com] PUBLISHER 
Take 2 [www.take2games.com] 
REQUIREMENTS Pentium Ill 700, 128MB 
RAM, 32MB 3D Accelerator 
MULTIPLAYER None ESRB Mature 


Where are the Keystone Kops when you 
need 'em? >>> [Inset] Is it Valentine's 
Day already? 


There’s little doubt that Grand 
Theft Auto III would become the 
template for many games to follow, 
but it comes a pleasant surprise 
when one of the first “urban 
sprawl” crimeland sims—Mafia 


from Czech developers Illusion Softworks—not only manages to be a solid 
genre entry, but also quite distinct in its own right. As an overall experience, it 
pulls the would-be legitimate businessman in like few other games have ever 
accomplished. Well-voiced cinemas, great camerawork, and solid dialogue 
envelop the player in a world of classic New York (called “Lost Heaven” here) 
gangland pulp, and the tight mission scripting makes sure that the extremely 
linear story plays out minus the hitches that plague more open-ended games of 


this variety. 


The game’s strongest suit is the main story mode, which places you in the 
role of fledgling Mafioso Thomas Angelo, a former taxi driver driven into the 
clutches of “good guy” mobster Don Salieri due to a chance 


encounter. Through the course of several missions, and aided 
by the aforementioned cinematics, you watch Thomas grow 
into a Made Man as he helps the Salieri family business wage 
war against the rival Morello clan. As expected from a game 
that takes its basic cues from GTA3, there is also a Free Mode, 
which provides a set of basic objectives to accomplish in order 
to accumulate cash for upgrades, as well as practice your mob- 
ster skills. Complete the story mode and you'll unlock the 


CGM | DECEMBER 2002 


DOWNSIDE 


RATING 


Extreme Free Mode, a rather torturous test of vehicu- 
lar skill with fifteen-plus “driving tests” the player 
can participate in. 

A great deal of the story portions will find you fer- 
rying Tom and his cohorts from mission to mission, 
which provides a smart opportunity for the urban 
engine to strut its stuff. The gritty Depression-era 
gangland facade is perfectly assembled and meticu- 
lously crafted, featuring grungy storefronts and ram- 
bling trolleys everywhere. It’s easy to get lost in the 
ambience, with the melodic strains of well-composed 
jazz riffs ringing in your ears and the orange hues of 
a New York sunset streaming buy as you coast across 
the Giulani Bridge in your rattling Bolt V8 Roadster. 

The central theme is driving, and why not? The 
game provides the player with a vast selection of 
vehicles modeled after famous cars from that era, 
each with their own distinct look and feel. On wheels 
or on foot, the controls really shine, and a slick 
weapon selection interface makes beat downs and 
drive-by’s alike amazingly fluid and rewarding. One 
gripe, however; the directional compass is pretty 
vague, which necessitates having the map open while 
you drive, which will cause quite a few accidents 
until you learn the lay of Lost Heaven. 

The biggest strike against Mafia, though, lies in its 
inability to capitalize on the glorious urban sprawl it 
attempts to portray. In the story mode, the missions 
are so tightly scripted and linear that deviation from 
the strict path will lead to failure. Why bother render- 
ing a vast city to explore if none of the promise is real- 
ized in the mission design? And in Free Mode, the lim- 
itations are all too plain: playing taxi is lethargy-induc- 
ing; random violence lacks the sense of escalation in 
Grand Theft Auto, and despite the various objectives, 
there really isn’t very much of interest to accomplish— 
it’s all about collecting dough from cop-capping and 
random crimes. It’s a gritty snowglobe of a thing, and 
even the most violent of shakes can’t keep the novelty 
from wearing off all too quickly. There’s no doubt that 
Mafia is an urban sprawl engine first and foremost, 
with the mission design’s lack of ambition unwilling 
to test its inherent potential. 

Like a young Michael Corleone, you can see the 
strength in Illusion Softworks’ favored son, even as it 
is held back by its weaknesses. Unlike so many other 
games that put their engine first, though, Mafia is 
still a fun, engaging game that provides an incredibly 
immersive experience. In a hobby where elves and 
space marines have become the hallmark of the 
generic, it’s an offer that’s hard to refuse. 


Visuals finer than Veronica Lake, cinematic work top-notch, 
controls are tighter than a Sicilian family 


Free play duller than an F. Scott Fitzgerald novel, population 
Al glitchy, mission design stiffer than a Sinatra highball 


Ж Ж Ж Ж 


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| ICE 


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92 


America's Army: Operations 


СУШИ x xx 


GENRE Shooter DEVELOPER/PUBLISHER US 
Army REQUIREMENTS Pentium Ill 766, 128MB 
RAM, Internet connection MULTIPLAYER 2-20 
Players; Internet ESRB Not Rated 


Uncle Sam wants you! If you have honed 
your reflexes to razor sharpness through 
hours and hours of hardcore gaming and 
have the kind of chiseled physique that 
one can only achieve through a strict diet 
of cheese doodles and Jolt cola, you could 
be exactly what the Army is looking for. 
The free, downloadable America’s Army: 
Operations may be a recruiting tool in spir- 
it, but in practice, it’s a realistic online 
shooter. Before you can leap into action 
blasting your fellow potential future enlis- 
tees, you need to complete a series of 
training missions, which act as a kind of 
tutorial. Once you get through training, 
you’re ready for action. A Gamespy pow- 
ered server browser makes it very easy to 
find games, and there are plenty of servers 


The Thing 


ото >> 


GENRE Shape-shifting Action DEVELOPER 
Computer Artworks PUBLISHER Black Label 
Games REQUIREMENTS Pentium Il 400, 64MB 
RAM MULTIPLAYER None ESRB Mature 


The Thing is a sequel, of sorts, to John 
Carpenter's creepy and underrated 1982 
film (tagline: “Man is The Warmest Place 
to Hide”). You’re the leader of a military 
rescue team sent to an Antarctic research 
outpost to investigate strange goings-on. 
Since you’re taking orders from the guy 
that plays Cigarette Smoking Man on The 
X-Files, you know there’s going to be trou- 
ble. Sure enough, trouble comes in the 
form of an alien that likes to take the 
shape of any living thing it bumps into 
along the way. 

Though gameplay-wise, it’s a fairly typi- 
cal third-person action game, The Thing 
features superb production values, a few 
exciting action sequences, and delivers 


CGM | DECEMBER 2002 


to choose from, many of which are run by 
the Army itself. The actual missions are 
played in rounds, Counterstrike style, with 
each of the two teams having different 
objectives to meet for victory. Because this 
is supposed to get you excited about the 
good guys, each side sees their own troops 
as the good ole US Army and the other 
side as the nogoodniks through the wiz- 
ardry of modern technology. 

Once you get into the fray, realism is 
the name of the game, and the result is a 
very deliberate pacing. There are really 
only four different weapons in the game, 
and you can’t just run out with guns blaz- 
ing and expect to do well. Strategy and 


Welcome to basic training. 


More proof that vomit makes or breaks a game. 
Your teammates can't quite keep lunch down 
when they stumble on some of the more grisly 
Scenes. 


tons of gore for its eight hours-or-so of 
entertainment. Its main innovation—the 
notion that in order to succeed you must 
earn the trust of the members of your 
team—is novel but underdeveloped. Each 
character has different levels of trust and 
fear, which in theory goes from soldiers 
refusing orders to turning their guns on 
you to vomiting in the presence of a partic- 
ularly grisly scene or committing suicide. 
But it’s practically a binary system: hand a 


teamwork are at a premium. 

For a free game it’s hard to say anything 
bad about Operations. The graphics and 
sounds are very sharp and aid the overall 
feeling of realism. The engine is smooth 
and responsive, though movement is slow 
to the point of being restrictive. The maps 
are varied and extremely detailed, and are 
all carefully designed to emphasize the 
techniques required for real world success, 
which basically boils down to killing the 
other guy without giving him a good 
opportunity to kill you. If you’re looking 
for a tactical online shooter, you certainly 
can’t beat the price. —Adam Fleet 


distrustful guy a weapon and some ammo 
and he’s your friend; accidentally shoot 
him and he gets (justifiably) angry and 
distrustful. However, the interface for 
directing your teammates is simple and 
effective, and the soldier AI, particularly in 
the combat sequences, is excellent. 

Though the storyline is faithful to the 
movie, there are occasional gaps in the narra- 
tive. You often go from Point A to B without 
knowing exactly how or why, and your 
teammates are constantly coming and going 
with little to no explanations about why 
you’re leaving them behind. This lack of 
camaraderie also makes the moments your 
teammates turn into “Things” particularly 
anticlimactic. The conversions are all canned; 
your engineer never changes over when you 
need him to open a door down the road. 

Few games successfully pull off horror 
and tension, and The Thing is no excep- 
tion. Though certainly better than most 
movie adaptations, it’s something of a 
minor disappointment. You can see the 
potential in its individual parts, but the 
whole lacks flair. —Steve Bauman 


“True Ally! 


Aide De Camp 2 - p. АУ t 
Panzer Campa 
Tobruk 4 i 


Smolensk * 


Рар- es 


gue É a at 
IV VE 
ti Va 
ма 
Te 
VY 


Amoral 2002 


HPS Simulations 

P.O. Box 3245 

Santa Clara, CA 95055-3245 
(408) 554 8381 


REVIEWS » 


94 


Leave me ^ — | 


no time for ЇШӨ Gonvers 


So, um, Fritz... where's the girls camp? 


Prisoner of War 


EKEN x< xx 


GENRE Sneaky Action DEVELOPER Wide Games 
PUBLISHER Codemasters REQUIREMENTS 
Pentium 500, 128MB RAM MULTIPLAYER None 
ESRB Teen 


Prisoner of War has one foot planted in 
the camaraderie of The Great Escape and 
the other in the “wacky Nazi” hilarity of 
Hogan's Heroes. The gameplay isn't Medal 
of Honor action; it's more akin to the care- 
ful and methodic sneakiness of Thief. Your 
foes are barbed wire, bad timing, machine 
gun towers, time, and Nazis who tote dan- 
gerous flashlights. Getting caught is bad, 
but it's more frustrating than deadly. 

You portray the intrepid and gung-ho 
Captain Lewis Stone, who's shot down 
over German POW camps. He lands safely 
but gets caught right away and placed in a 
holding camp. Can he get out in time? The 
two AI controlled prisoners he meets also 
tried to escape, but they quit in frustration, 
and you may share their fate. This is a 
demanding, methodic, and puzzle-oriented 
game. Failing means starting over from a 
save point or losing a valuable day. 
Success keeps you going, because each 
task feels new and fresh, and the pacing is 
excellent. 

The problem lies with the perspective; the 
camera system constantly gets in the way. 


CGM | DECEMBER 2002 


The AI is above average and well suited for 
the game, but sometimes it's just plain 
dumb. Guards get stuck on corners or forget 
about you entirely after a prolonged chase, 
and fellow prisoners just sort of stand 
around doing nothing most of the time. It 
gives the game a feeling of lifelessness that 
screams, "this is a puzzle" rather than "this 
is a POW camp." At least the overall puzzles 
are good, but a little more ambiance would 
have sold the setting better. 

Prisoner of War can be a frustrating 
game, but those that stick with it will find 
it more rewarding than flawed. Given all 
the shooting games coming down the pike, 
it's a refreshingly different take on WWII. 
—Andrew S. Bub 


Celtic Kings: Rage of War 


EXIM « «x 


GENRE Real-time Strategy DEVELOPER 
Haemimont Games PUBLISHER Strategy First 
REQUIREMENTS Pentium II 400, 64MB RAM 
MULTIPLAYER 2-8 players; Internet, LAN 
ESRB Everyone 


Like the legendary hero of the Gauls so 
prominently featured in the game’s premise, 
Celtic Kings is a sort of digital Vercingetorix. 
Aggressive in ambition and technically 
strong, it falters under its own lack of refine- 
ment and Roman-heeled polish. 

It does offer a formidable force of tech- 
nical accomplishments: battles that poten- 
tially feature thousands of units; hero 
development and unit leveling; a thought- 
ful unit management interface; and an 
expansive story-based campaign that plays 
a lot like a real-time version of Heroes of 
Might and Magic. In all these aspects, it is 
devastatingly effective—with two clicks, 50 
units can be bound to a hero. Heroes gain 
levels and obtain magical devices, confer- 
ring their strength to allied units. And the 
adventure mode, which chronicles the 
story of the vengeful Gaul warrior Larax, 
makes up for its barely functional plot 
with an empire’s worth of events, sub- 
quests, and surprises. 

Despite a fairly limited selection of sides 
and units, the scope of the play renders 
variety a non-issue. When you have an 
army of 100 or more units, the scope tends 
to extend beyond the largely tactical con- 
sideration of unit type and more into the 


strategic movement of entire forces (again, 
facilitated by the elegant system of binding 
troops to heroes). 

However, all is not well in what will 
become the state of France. Celtic Kings 
manages to tarnish its crown with a slough 
of irritating design oversights, the most 
prominent being the ease in which a unit 
or item can become obscured by a tree or 
structure, leading to arbitrary selecting and 
clicking. Unit feedback isn’t exactly as 
friendly as it should be, either. And sieges? 
Caesar may be able to calculate the range 
of a catapult by sight alone, but lesser mor- 
tals would rather have an indicator than 
make blind guesses when attempting to 
pound Stonehenge into so much gravel. 
The engagement AI is weak, with serious 
clumping and poor match-ups wounding 
potentially elegant maneuvers. Lastly, the 
art direction, while stunning in its basic 
illustration quality, lacks any impact due to 
the heavy saturation of a color palette best 
described as “Quake-like.“ 


This mass of shifting brown and grey is actually 
а bunch of angry “woman warriors," apparently 
unafraid of Joan Rivers’ barbs about their 
unfashionable steel attire. 


Celtic Kings has a solid game hiding 
under its dun-colored kilt, and one that 
real-time aficionados might find a pleasant 
alternative to the micromanagement antics 
of WarCraft II or the generic fantasy uni- 
verse of Warlords Battlecry 2. Fierce and 
rough around the edges, developer 
Haemimont's heroic effort is diminished 
not because it lacks in innovation or 
mechanics, but because people expect bar- 
barian antics to be a bit more civilized. 

— Douglas L. Erickson 


ae 
T è 

E d MONTE сабо 
4 cam 


Т 


— 

DIGITAL (3) 

REALITY „ЄЗ. ۸ 
V 


© 


All the 
excitement 
of the big 
screen 
comes to 
` your PC. 
© 


First tactical strategy game to cover the Vietnam War 
from 1965 to 1968, recreating actual US Army missions. 


PLATOON Interactive Game (all object code, all other software components and certain audio visual components only). © 2002 
Monte Cristo Multimedia. Monte Cristo and its logo are registered trademarks of Monte Cristo Multimedia. PLATOON Interactive 
Game (certain audiovisual components). © 2002 Orion Pictures Corporation. PLATOON TM & © 1986 Orion Pictures Corporation. CONTENT RATED &Y 
All rights reserved. All other trademarks and logos are property of their respective owners. Developed by Digital Reality. ESRB 


REVIEWS » 


96 


Empire Earth: 
The Art of Conquest 


СШ x x 


GENRE Strategy DEVELOPER Mad Doc 
PUBLISHER Sierra REQUIREMENTS Empire 
Earth MULTIPLAYER 2-8 Players; Internet, LAN 
ESRB Teen 


When designer Rick Goodman (Age of 
Empires) set out to make the ultimate eon- 
spanning real-time strategy game, he came 
up with Empire Earth. The result was a 
polished yet overwhelming mishmash of 
old, borrowed, and brand new ideas, 
many of them good enough to develop 


quite a following amongst the hardest 
hardcore fans. Now, Art of Conquest, the 
first expansion pack, asks the question: 
how do you expand a game so expansive 
it turned off all but the most hardcore? 

It answers that question by adding new 
bonuses or units to existing civilizations, a 
whole new epoch (bringing the total num- 
ber of time frames to a daunting fifteen), 
and three single-player campaigns. The 
campaigns are interesting, if poorly writ- 
ten and horribly voice acted, taking you 
from the ancient world with the Romans 
to WWII's Pacific Theater to the vast 
reaches of space. It's a decent amount of 
content, but the quality is suspect. Each 
civilization gets a new bonus. The French 
can camouflage, the Russians mine better, 
and the US gets a marketplace. These are 
nice and clever, and add a bit to the game 
overall, forcing players to deal with the 
new situations they create. 

The campaigns begin in Rome where 
you go from invasion to Cleopatra. It's 
largely successful. The WWII campaign is 
not. These missions are often too hard- 
coded to let you innovate. Lastly, you get 
to play a futuristic Asiatic super-power 


CGM | DECEMBER 2002 


Mechs stand tall in the swamps of the future. >>> 
[lower tef] Roman conquest in progress, up close. 


dealing with a rebellion. The exposition is 
tiresome, and lines like, "They're just ter- 
rorists!" and, "Look out! A suicide 
bomber!" scream poor taste. Things get 
more interesting when the campaign actu- 
ally takes you into space but it never really 
takes advantage of its setting. It essentially 
replaces water textures with black starry 
ones and makes island landmasses round 
so it can call them "planets." Its best fea- 
ture is a toggle that prevents rivals from 
invading your little “island Earth" until 
they reach the Space Epoch, which finally 
gives you a way to play the game at a 
more leisurely pace. 

Overall, though, The Art of Conquest is 
an artless expansion. Aside from some of 
the new bonuses and the Space 
map/Epoch, it really doesn’t add anything 
worth its price tag. —Andrew S. Bub 


Links 2003 


EXC x xxx 


GENRE Golf DEVELOPER/PUBLISHER Microsoft 
REQUIREMENTS Pentium 500, 64 MB RAM 
MULTIPLAYER 2-4 players; Internet, LAN 

ESRB Everyone 


The hottest trend in 
computer golf over the 
last few years is the 
ability to swing with the 
mouse—the tired tri- 
click method is dying a 
slow and deserving 
death. The venerable 
Links franchise needed a 
more contemporary 
swing method in order 
to attract new fans, and 
with Links 2003, it's 
here, and it's good. 
Microsoft calls its new 
swing interface, oddly 


Golfers are now fully animated; they'll even show a little waggle. 


enough, “Real Time Swing” (RTS). It’s 
unforgiving on the harder levels of difficul- 
ty and makes for a more challenging, 
rewarding, and exciting game of golf. 

RTS comes at a price. If you decide to 
use this swing method—Powerstroke and 
Tri-Click are still options—you cannot use 
the game’s Dynamic Camera that follows 
the ball in flight. You’re forced to watch 
from the golfer’s perspective. 

At least the golfers look good. As polyg- 
onal ones replace the previous year’s digi- 
tized bitmap golfers, this allows you to 
view the player close up rather than from a 
distance and also looks more realistic—the 
golfer looks like part of the scenery rather 
than a pasted image. The courses, all six of 
them, also look fantastic and feature a lot 
more detail than in previous versions. The 
only issue is that the environments remain 
static; unlike EA’s Tiger Woods, the trees 
are motionless and the oceans frozen. 

Multiplayer is decent enough, and play- 
ing a tournament through e-mail is a 
remarkable addition, but playing online 
takes a lot of time. Once you’re used to 
Headgate’s revolutionary ReadyGolf multi- 
player format, first seen in Sierra’s PGA 
2000, the old format just takes too long 
when you have a complete foursome. 

After a few years of treading water, 
Links is finally back where it belongs, at 
the upper level of PC golf simulations. 
While RTS breathes needed life into the 
series, the additions of a wonderful sea- 
son/career mode complete with Q-School, 
Semi-Pro, and Pro Tours, the ability to con- 
vert old courses, a more user-friendly 
course designer, and arguably the best 
physics model in the genre help make 
Links 2003 the most complete golf title on 
the market. —William Abner 


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98 


GENRE Dirty Racing DEVELOPER Ratbag 
PU ER Infogrames Entertainment 
MENTS Pentium Il 450, 128МВ RAM 
MULTIPLAYER 2-10 players; Internet, LAN 
ESRB Everyone 


REQU 


Virtual Resort: Spring Break 


Ж x 


GENRE Location-sim DEVELOPER Deep Red 
PUBLISHER Eidos REQUIREMENTS Pentium Il 
450MHz, 128MB RAM MULTIPLAYER None 
ESRB Teen 


Spring Break has a lot in common with 
Tropico. You manage a little tropical island 
by plopping down buildings and adjusting 
wages, all in the hopes of making every- 
one happy while inflating your bank 
account. The developer, Deep Red, turned 
in a surprisingly sophisticated mass-market 
game with Monopoly Tycoon, and at first 
glance it appears they've succeeded at 
recreating that success. 

There's a lot to like about this little envi- 
ronment-management game, known as 
Beach Life in the U.K. The graphics are 
sharp and the stars, your vacationers, are 
exceptionally well treated. They have lots 
of funny thoughts, scores of fantastic ani- 
mations, and a few silly sound effects. It's 
really a treat to watch them running 


CGM | DECEMBER 2002 


If it ain't broke, don't fix it. That's an 
accurate description of Dirt Track Racing 
2. Each game in the series from Ratbag 
(which includes Sprint Cars and some 
Australian-only games) has added different 
cars to the mix but left the gameplay 
engine alone, offering a satisfying blend of 
arcade and simulation style play. 

You find yourself behind the wheel of 
Pro Stocks, Late Models and the newly 
added Modifieds in this iteration. All the 
basics are here including 
convenient quick races 
and the long term career 
mode. Added from Sprint 
Cars is the ability to cre- 
ate and save your own 
replays. Given the game- 
friendly real-life event 
schedules of heat, conso- 
lation and feature races 
which take only about 
fifteen minutes to com- 
plete, you can quickly 
enjoy an entire event. 

The AI infuses all 


It's sideways or the highway 
on dirt! 


around your resort wind-surfing, pounding 
down beers, getting into cat-fights, and 
making out on the beach. Since watching 
your people is so interesting, it's a shame 
Tropico's super-up-close zoom level isn't 
shared. The first half-dozen scenarios in the 
linear campaign are a total cakewalk, but 
you'll be having plenty of fun discovering 
all the nifty things the vacationers can do. 
Then it rains on your little beach get- 
away. Most of the game is a breeze, but 
the last several scenarios—and there are 


modes with robust but variable challenge. 
A career is still the best way to enjoy the 
offline game and with lots of upgrades 
available to each division of cars, as well 
as many racing series to enter, you'll find 
a lot to tinker with. Unfortunately, yellow 
flags are still hokey. Restarts occur while 
cars are colliding wherever the game 
chooses. Flipping a car and continuing on 
is common, ripping you out of the excel- 
lent driving simulation when it happens. 

Take the game online, and you'll find a 
cozy group of players that are helpful and 
excited about the game's cars. Since these 
cars usually race for 10-30 laps in the real 
world, the online experience easily repli- 
cates a night at the track. It's a blast once 
you spend enough time on setups to 
become competitive. Dirt Track Racing 2 
won't win any awards for originality, but a 
nice graphical facelift and the addition of 
the modifieds provides justification for 
fans both old and new to snatch it up at its 
budget price. —David J. Long 


It wouldn't be Spring Break without 
а wet T-shirt contest. 


only twelve—are brutally hard. 
The maps are all pre-generated, 
so there's only twelve islands 
to play on. This renders the 
sandbox mode almost useless, 
since you can only play each 
location once you've unlocked 
it in the linear campaign. You 
can't rotate the map, only 
buildings. Painstakingly bull- 
dozing every shrub in the way 
of the building you're trying to 
place is annoying. The music is 
totally mediocre, though at 
least you can drop your own MP3s into the 
music folder and make your own playlist. 

After a couple of hours the charm wears 
off, leaving you with a game that offers no 
depth, only some boredom. More scenarios 
in a non-linear campaign coupled with 
random map generation would add 
tremendously to the replay value and life 
of a game that falls just shy of having what 
it takes to hang around on your hard drive. 
—Jason Cross 


a 


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YOU'RE BEING ATTACKED 
(HALF PIRANHA/HALF 


James, 20 let's face it. The 


biology student only good Pirawolf is a dead 
Denver Pirawolf. & 


You need to have balance. 

A good air combat squadron of 
Vulturesharks, plus a battalion 
of Hyenadragons, and finally, 
Turtlelions for the amphibious 
fights. "Snakes and snails with 
scorpion tails." These are what 
real men are made of. 


Tommy, 23 
computer programmer 
zi San Francisco 


Моав Microsoft 
Comic Mischief gameJE Studios 


BY AN ARMY OF PIRAWOLVES 
WOLF ).... 


send in my Craig, 22 


goons. Eagorillas and pro skateboarder/slacker 
Providence 


Rhinobulls. 


These boys will punish 
anything. If the French 
had them, they wouldn't 
have needed us in WWII. 


END OF STORY, BIZATCH! 


let's just say, 


MAJOR PAIN IN THE...;) 


A Tigebra is pretty wicked, or == -— аў Му; 


а Tiganzee. Haven't tried a = 1 Р a. 
tiger and a rhino yet. 


IMPOSSIBLE 


CREATURES: 


Coming January 2003 


My bet is it terminates with 
extreme prejudice. I like that. 


BRETT TODD 


102 


of the 


mass appeal 


How to develop a shooter for the modders... and why you probably shouldn't 


What makes a shooter popular with the modding masses? It's the great 
unanswerable question, isn't it? One that developers trying to follow in 
the footsteps of John Carmack and his cronies at id Software have puz- 
zled over since Quake all but single-handedly created the mod communi- 
ty in 1996. Hit upon the right combination of 1s and 0s and you've 
accomplished the programming equivalent of turning lead into gold. 

And as any self-respecting alchemist will tell you, that isn’t an easy task. 
A perfect illustration of that point is Monolith's No One Lives Forever, a 
critical favorite that didn't go over as well with the gaming public. 
Although its sales were respectable enough to warrant a sequel [see page 
78], only a few users bothered to create maps or play the game extensively 
online. Its send-up of 1960s spy movies that was equal parts James Bond 
and Austin Powers, many innovative levels, and UNITY versus HARM 
team multiplayer modes aroused little serious interest. It never got close to 
the big leagues, populated by hits like Medal of Honor: Allied Assault, 
Return to Castle Wolfenstein, Battlefield 1942, and the plethora of Half-Life 
mods best exemplified these days by Counter-strike and Day of Defeat. 

Why this should have been the case is hard to fathom, initially. A 
game as good as No One Lives Forever should have sold extremely well 
and inspired a legion of modders. In a vacuum, this probably would have 
happened. But such a development was impossible. The Monolith game 
was created with the Lithtech engine, a foreign language to modders used 
to white bread staples like Quake III and Half-Life. If the game had been 
based on the Quake III engine, as was the mega-selling Medal of Honor: 
Allied Assault, you likely could have added another zero to the sales fig- 
ures. Also, the subject matter was a little too quirky. Bell-bottom spy 
satire was a great concept, but incorporating the Lara Croft Babe Factor 
was poorly thought out. Monolith apparently didn't stop to think that 
having a stunner like Cate Archer as the lead wouldn't matter when men 
could only ogle her during the cutscenes. Which became a further prob- 
lem as the between-mission banter was often stretched past the point of 
frustration to allow the young male target audience ample opportunity to 
gaze at Archer's ample cleavage. 

Use this as an example and it becomes easier to figure out what it 
takes to make a shooter that will appeal to the mod community at large. 
You have to begin with the Quake III or Unreal engines. Anything else 
and you're asking for trouble; Half-Life's too old and everything else is 
off-beat. Your storyline mustn't stray too far from traditional themes. 
Think military over monsters at present—even the sci-fi quasi-military 
of Unreal Tournament. Being lighthearted isn't a good idea. Humor can 


CGM | DECEMBER 2002 


be well received, though it should be rendered 
in a cynical or action-movie-hero style. Consider 
Grand Theft Auto III, where “funny” involves 
using prostitutes to regain health, as the optimal 
expression of humor in gaming right now. Play 
too fast and loose and you'll lose modders, who 
don't want to waste time working for free on a 
game that the paid developers considered to be a 
joke. I know that's unfair to the developers at 
Monolith, who painstakingly created sublimely 
humorous scenes in every level of No One Lives 
Forever, but let's be realistic—modders adopt 
screen names like StoneKiller and Deathadder 
for a reason. 

As with anything creative, however, sticking to 
a recipe is not a good thing. Even though mod- 
ders would likely be happy with rehashes, the 
community would grow stagnant without blasts 
of fresh air from out-there stuff like No One Lives 
Forever, Thief, and Deus Ex. That all three are 
being continued as series by their respective pub- 
lishers is a great thing for computer gaming as a 
whole and mod-making in particular, although I 
have to wonder about the future vitality. of the 
genre when something as straightforward (but as 
incredibly addictive, I've got to admit) as 
Battlefield 1942 is the new standard-bearer. For 
that reason, I hope that I'm able to write about 
the mod community rallying around A Spy in 
H.A.R.M.'s Way in future months, and that the 
unanswerable question remains unanswered. e 


E 


© 
© 


Bewitching 
Neverwinter Nights 
The next big thing in Neverwinter Nights is 
coming from the official developers. 
Witchwork, a series of modules being 
crafted by BioWare's Rob Bartel with the 
assistance of a small group of testers. It 
will introduce a new campaign setting far 
removed from the Forgotten Realms. Little 
is being revealed about this land, although 
BioWare characterizes it as "darker in 
tone" than traditional Dungeons & Dragons 
worlds. Role-playing will take precedence 
over hack-and-slash action in the plot, said 
to revolve around the power of witches. 
Custom death and conversation systems 
are being created for the series, which will 
also utilize the DM's Helper application 
created by fans Joseph Hardesty and 
Richard Scheepstra. The death system 
appears to be similar to that featured in 
Planescape: Torment, in that characters 
must die a certain number of times to 
unveil aspects of the story. Die too many 
times, however, and your character winds 
p “banished to a hell from which there is 
no escape." The first installment of the 
open-ended series, Witchwork I: The Fields 
of Battle, is being geared for first-level 
players and should be available by the 
time this magazine hits newsstands. 


NEVERWINTER NIGHTS 
nwn.bioware.com 


Mod Tools You Can't Refuse 
Modders are already taking aim at Illusion 
Softworks' sleeper hit Mafia. If you're 
interested in getting a piece of the action, 
download MassaSnygga's MafiaXTractor, 
which lets you extract all of the data from 
the game's dta files. This includes models, 
textures, movies, and sounds. The program 


MODS & ENDS 


also patches the game so that it can read 
extracted dta files, allowing edited sections 
to be easily incorporated back into play. 
Hunnenkónig's separate MafiaEditor pro- 
gram gives users the ability to edit text in 
dta files, which will come in handy for 
those who want to design new missions. 


MAFIA EPICENTER 
mafia.gtacenter.com 
MAFIA HEAVEN 
www.mafiaheaven.cjb.net 
MAFIA WORLD 
www.3dap.com/mafia 
MAFIACENTRAL.COM 
www.mafiacentral.com 


An Early Frost 

If you've wrapped up your explorations in 
Icewind Dale II, consider taking a fresh 
look at the original. Two mini-mods that 
enhance gameplay, add new monsters, and 
even incorporate an additional quest or 
two are now available for download. 
Nathan Bunch's Winter's Bane features 17 
new spells, 43 new items, a new character 
with unique abilities and equipment, and a 
number of rule tweaks. Project Auril 
comes courtesy of the Chosen of Mystra 
forum group and includes a new quest, 
enhanced areas, and pumped-up monsters. 


THE CHOSEN OF MYSTRA (PROJECT AURIL) 
chosenofmystra.db-forge.com/com forums/yabbse 
WINTER'S BANE (OFFICIAL SITE) 
www.frontiernet.net/—nfbunch/wb/main.html 


Are You Ready for 

Some Football? 

Having trouble telling a Dime from a 4-3 
front in Madden NFL 2003? If so, you might 
want to surf to Madden Guides, a web site 


« AFTERLIFE 


dedicated to analyzing all of the Xs and Os 
in the Madden playbooks. In addition to 
going over the basics—don't get into a play- 
calling rut, learn to emphasize your team's 
strengths—the site covers such intricacies as 
how to beat cover defenses, how to best uti- 
lize the halfback sweep/toss, and how to 
defend in every possible situation. A 
Definitions page sums up pigskin terminolo- 
£y from Audible to Unsportsmanlike 
Conduct, while another section covers fran- 
chise options such as the salary cap. Some 
aspects of the site were clearly written with 
the console versions of Madden in mind, 
and others had yet to be updated with infor- 
mation specific to the current version of the 
game as of my last visit, though all of the 
information here can be applied to any edi- 
tion of Madden, on any platform. 


MADDEN GUIDES 
www.maddenguides.com 


BARGAIN BIN 


Amerzone 

Fans of Benoit Sokal's Syberia might want to 
check out Amerzone, the first adventure by the 
graphic novelist turned game designer. 
Although a bit on the short side, beautiful visu- 
als and a stylish, surreal setting make the 
game worth every cent of the ten bucks that 
Ubi Soft now asks for it. [Ubi Soft/1999] 


А new character is. s of the Winters Bane additions to Icewind Dole > кодага поз hs в easy wh he olco ditor.» E s kein 
rack of Madden's Xs ond Оз ot Madden Guides. 3 : 


WWW.CGONLINE.COM 


103 


AFTERLIFE » 


Tous in the Attic 


Toys for Bob is revisiting the legendary Star Control 


II, and plans on giving it away for free 
by Brett Todd 


Paul Reiche III has left his mark on the comput- 
er gaming industry. Even though relative late- 
comers to the party such as John Carmack and 
Cliff Bleszinski get most of the accolades and 
magazine covers, Reiche has quietly helped create 
some of the most important titles in the history of 
the business. Archon and Murder on the 
Zinderneuf—early classics for the Commodore 64 
and Atari 800 that helped put Electronic Arts on 
the map—are just two of the many reasons why 
gamers should be grateful that Reiche chose pro- 
gramming over other careers. 

"I'm not amazed that I'm still in this business 
after 20 years, but I am delighted,” he says. “The 
game business can be weird and fickle, but I can't 
imagine finding a career more fun and stimulating, 
except perhaps carving frightening sculptures in 
Antarctic glacier cliffs with explosives, dynamite, 
and lasers. So far, no 
one has responded to 
my inquiries about that 
job, but I do keep send- 
ing out my résumé.” 


veteran gamers (e.g.: fan 
fiction, and lots of it), 
largely because it made 
such a lasting impression. 
Rich storytelling was com- 
bined with expansive 
gameplay to create a living 
and breathing universe. 
There you indulged your 
Star Trek dreams and took 
command of a powerful 
starship constructed with 
little-understood alien 
technology. Your goal was 
to use this advanced vessel 
to battle the Ur-Quan, a species of warmon- 
gering octopi bent on conquering Earth and 
its pals in the Alliance of Free Stars. The 
road to victory was an arduous one featur- 
ing the exploration of strange new worlds, 
contact with new life and new civilizations, 
and boldly going into combat against 
enemy spaceships. Role-playing and strate- 


wanders 

гасе, гаша 
Reviving a classic 
Which is something 
of a blessing, both for 
the wildlife at the bot- 
tom of the world and 
for gamers. If Reiche 
had gone off to blow 
up mountains of ice, 


the local penguin pop- Ф m uu v р — "А gy went hand-in-hand with ап open-ended 
ulation probably Part of the original's appeal was the captivating story. plot that allowed you to save the universe 
wouldn’t have been in whatever way you preferred. 


too impressed by the 
racket. And gamers wouldn’t get another chance Everything new is old again 


to play Star Control II: The Ur-Quan Masters, a The port will preserve all of the integrity of the original, as Toys for Bob 
true groundbreaking game that retains a cult fol- doesn't plan on radically changing things. The only significant difference 
lowing even though a decade has passed since it will be in regard to the official name, which because of legal issues with 
was published by Accolade. Toys for Bob, the current rights holder, Infogrames, will be known simply as The Ur-Quan 
design studio founded by Reiche and long-time Masters. Other than that, you should find everything right where you left 
friend Fred Ford in 1990, is currently working on it. According to programmer Chris Nelson, it's being built from the 
a free version of the game for Windows, all vari- source code for the 3DO version of the game, as much of the PC code has 
eties of MacOS, Linux, and BeOS. Although been lost. Thankfully, enough of the PC code has survived for the design 
incompatibilities between the old DOS-dependent team to pick and choose between the two versions at times, depending 
code and post-Windows 95 operating systems on what works best. 
have rendered the classic all but unplayable for a "Basically, we're using the 3DO code, and when we discover something 
number of years now, that won't be the case for that the PC code does better, for our purposes, we swap that in," explains 
much longer. Nelson, during a programming break. “At its most basic level, this project 
Star Control II remains absurdly popular with is more or less a straight port of the 3DO game, with the main new fea- 


104 CGM | DECEMBER 2002 


ture being the ability for fans to modify and add on to the game." 

Nelson approaches this job from a fan's perspective as well. Like so 
many others, he fondly remembers Star Control II because he hadn't 
played any game that even approached it previously. The conversations, 
music, melee combat, story, and humor stuck with Nelson for a long 
time after he'd moved on to other games. This is giving him added moti- 
vation with his work on the port, as he hopes to spread the joy to a new 
generation of gamers who missed out on this great experience the first 
time around. 


Changes will be left up to you 
Fanatics will be rewarded well for their decade-long 
devotion. Everything about the port will be left open so 
that they can modify all aspects of the original game. 
Toys for Bob is converting all of the files to common 
formats, making it simple to alter conversations, add 
plotlines, or even rewrite much of the game from 
scratch. Every one of the text, voice, graphic, font, 
music, sound effect, and script files will be there for the 
editing. Seeing as the online Star Control community is 
so enthusiastic, it shouldn't take long for mods and 
total conversions to hit the web. Expect a 
number of unofficial sequels to crop up within weeks 
of the port's release. 

"We're doing everything we can to make the 
game as easy as possible for the fans to modify 
and improve," says Nelson. “АП of the media is 

being saved in open formats, such as pngs, mp3 
or ogg, and wavs. We also plan to allow people 
to drop in videos as cutscenes at key parts in 
the game. Furthermore, we're releasing the 
source code under the GNU GPL open source 
license, which allows for even more interesting 
modifications, such as Internet melee, or a ran- 
domized galaxy generator. I'm sure the fans 
will provide even more ideas that none of us 
have even thought of yet." 


What's a port 
without a few 
improvements? 
One item from the 
fans' wish list has 
already come true. 
The musical score— 
one of the most 
beloved features of 
Star Control II—will 
be presented in both 
its original 1992 for- 
mat and in a mod- 
ernized remix. Riku Nuottajárvi, one of the musicians responsible for the 
original soundtrack (you'll remember his hyperspace theme), has 
reassembled nearly all of his coworkers from a decade ago and is spear- 
heading the creation of new tunes based on the old ones. Dan Nicholson, 
Aaron Grier, Eric Berge, Kevin Palivec, Alek Benedict, and Erol Otus 
(whose artwork you might recall from the early days of TSR, where he 
worked with Reiche on Dungeons & Dragons modules) have signed up to 
help with the project. What they've come up with is apparently right in 
line with what was featured in the original game. And since the port is 


Early concept artwork of an Ur-Quan. Cute, isn't he? 


< AFTERLIFE 


designed so that you can switch from new to old 
with the click of a mouse, even purists with the 

sensibilities of Comic Book Guy won’t be able to 
make a fuss. 

An online multiplayer mode is also being con- 
sidered. This option would closely resemble the 
original’s supermelee game, where two players 
constructed fleets and then battled it out for 
galactic supremacy. Toys for Bob is also looking 
at enhanced support for modern gamepads and 

allowing users to develop multi-language plug- 

ins so that those outside the English-speak- 
ing world can enjoy the port. 

Right now, however, many details 
have yet to be finalized. What will be 
included in the final product remains up 
in the air, principally because Nelson has 

been recruiting the assistance of fans to 
make the Star Control II reissue bigger and 
better. There is now a page at 
SourceForge.net where the general public 
can offer assistance with development. 
Regular updates on the progress of the port can 
also be found on the many Star Control fan web 
sites. An official release date has yet to be 
announced, although if all goes well, you should 
be waging war against the slimy Ur-Quan before 
the end of this year. 


TOYS FOR BOB 

www.toysforbob.com 

SOURCEFORGE.NET: THE UR-QUAN MASTERS 
SUMMARY 

sourceforge.net/projects/sc2/ 

THE PAGES OF NOW AND FOREVER - ALL ABOUT 
STAR CONTROL 

www.classicgaming.com/starcontrol 

MAGIC BOX TOYS FOR BOB FAN SITE 
home.att.ne.jp/wave/rainbow/Toys for Bob 


WWW.CGONLINE.COM 


105 


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EXPLOSIVE BATTLES 


EVERYONE 


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Bio-Aware 

I wanted to let your readers know about 
an act of kindness I recently experienced, 
thanks to the wonderful people at 
BioWare. I work a few blocks away from 
their office, and a couple months ago, my 
mother suffered a very serious stroke that 
left her permanently hospitalized. During 
the first two weeks she was in intensive 
care, I spent night and day at her bedside 
and was unable to go to work. A good 
friend of mine contacted a staff member at 
BioWare to ask when Neverwinter Nights 
was going to be released as he wanted to 
pick up one of the first copies for me, hop- 
ing it would help to get my mind off of my 
family tragedy. 

Well, the folks at BioWare went him one 
better. My friend came by my workplace 
and hand-delivered a copy of the game auto- 
graphed by everyone in BioWare's office. 
Needless to say, I was deeply touched. 

In a time when customer service seems 
to have dwindled, and big companies have 
all but lost touch with the consumer, 
BioWare stands out as an example of how 
to do things right. Fantastic games created 
by genuinely caring people. 

Thank you again, BioWare, for brighten- 
ing up a very dark time in my life. 

Peter Bagan 
Edmonton, Alberta 


In other “why you should probably like BioWare” 
news, in celebrating 100 days of availability for 
Neverwinter Nights, the company teamed with its 
publisher Atari, Creative Labs, Intel, NVIDIA, and 
XFX in rewarding the game's community leaders 


CGM | DECEMBER 2002 


with some recognition and some cool hardware 
gifts (Pentium 4s, video cards, etc.). Trés cool, 
BioWare. —ed 


Sinking Pirates 

I'm very disappointed in you people. 
Why would you publish a story like 
"Pirate Sunk by Gaming Booty" [CGM 143] 
that encourages criminal behavior? At least 
you could have posted the picture (without 
privacy fuzzies) in a full page as a WANT- 
ED CRIMINAL poster. How can a person 
that owns two machines with more hard- 
ware, and more powerful than mine, state 
he has, "little or no disposable income?" 
Idiots like this is one of the reasons games 
are costly and should be locked up, not 
written about. 

Next time you are hurting for an article, 
do a spread on Barney the dinosaur with a 
full fold out picture; at least it isn't pro- 
moting illegal behavior. And if this article 
is a joke, it is in very poor taste and 
should never been considered. 

John 


We would never stoop so low as to do a story on 
Barney. He's pure evil. —ed 


Technically, Mr. No-name wasn't the one 
who was cheated, but he does have a legit- 
imate point: game developers are slacking 
off, relying on a shiny box and outrageous 
graphics to sell the game. 

Just think if developers focused on the 
making good games like in the old days! It 
would be glory! We need a developer dedi- 
cated to good gaming, not money. 

BlackRage 9004 


The guy is a hypocrite. Pirating causes the 
price of games to rise, and quality is worse 
because they do not have as big a budget 


email us at editorecgonline.com 


Satire: (n) A literary work in which human vice or folly is attacked through 
irony, derision, or wit. Irony, sarcasm, or caustic wit used to attack or 
expose folly, vice, or stupidity. Or alternately, it's an article about a pirate 
who complains about the quality of his illegally acquired games. But before 
we get into the letters commenting on our "Piracy" article in October, we 
have an uplifting little story about a developer that went a bit above and 
beyond the call of duty to show how much it cares about its fans... 


as they should have. Maybe if he bought 
games instead of just criticizing them, the 
gameplay would be better. 

Volkov 


Harder than Hardcore 

As I read Tom Chick's column from the 
October issue of your magazine [*God 
Mode is for Babies"], I realized I was his 
idea of a hardcore gamer in many ways. I 
always start a new game before I finish an 
old one so I never end up finishing any of 
them. I always invert my mouse in shoot- 
ers, and I never use cheat codes. 

I don't know whether that makes me a 
hardcore gamer or not, but that's beside 
the point. The point is, as a group hardcore 
gamers are fine, but many go around mak- 
ing fun of every new gamer they can find 
just for fun, and this kind of hardcore 
gamer is extremely annoying. They're usu- 
ally the ones with no lives who always say 
things like roXXors, nOOb, and things of 
that nature. There's nothing wrong with 
this in general, it's just really annoying 
when people like you look down on every- 
one else. 

Don Egan 


Just wanted to say that the smallest details 
in articles like Tom Chick's Three Finger 
Salute in the October issue don't go unno- 
ticed. I still remember flipping through the 
channels one time and finding World News 
Tonight, where instantly I was met by a jolly 
fat kid yelling “Sayonara, hooker!” as he 
blew away a prostitute in Grand Theft Auto 
III. Ah, good memories. Thanks, Mr. Chick. 
Jon B. 


That did make for a wonderful TV moment, didn't 
it? Kind of like Fonzie jumping the shark in Happy 
Days. —ed 


Brain Games 

After reading the article "This is Your 
Brain on Games," [CGM 143], I became 
very troubled. I'm 15-years old, and games 
take up a large chunk of my time. But I 
can think of several reasons this misguided 
scientist's theory could be wrong. One, 
there are no special features or radiations 
in games that would cause a specific syn- 
drome, and two, game designers play 
games all the time, yet they can churn out 
creative ideas (or perhaps it's the reason 
they can't. Hmmm...). 

Anyway, it would put my remaining 
brain cells at ease if you could post an 
update on this topic in a future issue of 
your magazine when and if one becomes 
available. 

Е! Mariachi 


To 3D or Not to 3D 

I couldn't agree more with Phil 
Steinmeyer's "Inside the Sausage Factory" 
article about 3D games [“I Hate 3D"]. The 
obsession with all things 3D could very 
well be the death knell that this industry 
has been dreading for so long. Developers 
and gamers alike think that games have to 
be 3D in order to be good. Nowhere is the 
absurdity of that belief more evident than 
in the area of real-time strategy games. Not 
only is it unnecessary in this genre, it's 
also detrimental—who has time to move 
the camera when they are in the middle of 
a massive battle? 

The focus should be on crafting quality 
games instead of creating an impressive 3D 
engine. StarCraft has been a bestseller for 
five years while countless 3D titles litter 
the bargain bin. 

Mark Longo 


I couldn't agree more with Steinmeyer's 
comments on 3D gaming. Why does every- 
thing have to be 3D now, when sprites still 
look so good. Take WarCraft III, for exam- 
ple. It's just another 3D real-time strategy 
game with a great storyline, but that's it. In 
every other respect, Warlords Battlecry II is 
the better game, but it's just not 3D. And in 
my opinion, its 2D sprites still look a lot 
better than WarCraft HIPs chunky graphics. 
Until the technology is up to it, keep 3D in 
the simulators and shooters, where it belongs. 
St George the High Elf Paladin 


Garage Rock 
This is in response to a part of Steve 
Bauman's Upífront editorial in the October 


2002 issue [^I Love Everything"]. You praise 
the garage rock movement and wonder 
when a similar one will occur in the gaming 
industry. In the spirit of your article, I love 
it when a game magazine bemoans some- 
thing they have a lot of control to change. 

As the editor of a popular PC gaming 
magazine, you are in the position to jump- 
start the movement by giving some expo- 
sure to the "smaller, quality" games that 
are out there. Instead, when you find a 
small game, you occasionally use the 
opportunity to bash it in a review so that 
you can show your audience how fair your 
reviews are and how you don't give every 
game a high score... only the ones that slip 
some cash into your bank account. And 
I'm not talking about putting in a little 
blurb about the newest, greatest Half-Life 
or Neverwinter Nights mod... І want to see 
some effort put into exposing small great 
standalone games. 

Neon Noodle 


Where are these great, little, standalone games 
you speak of? Seriously, if they're out there, we 
want to know about them. And where are the 
small games we bash to show how "edgy" we 
are? Are we supposed to recommend crap games 
solely because they're "small"? That makes no 
sense either. —ed 


Slave to Britney 

In Andrew Bub’s review of Britney’s Dance 
Beat in the October issue, he said, “there 
isn’t a dance mat controller for the PC and, 
until now, there hasn’t been a dancing 
game either.” I beg to differ. They offer the 
game Pump it Up (basically the Korean 
version of Dance Dance) and pads at 
www.redoctane.com. 

More resources for playing DDR-type 
games for the PC are available at 
ddr.blackbird.nu/gettingstarted.html 

Sean Duggan 


Thanks for the info, though we're somewhat dis- 
turbed that someone actually read our review of 
Britney's Dance Beat. —ed 


Resisting Resistance 
Whoever reviewed Operation Flashpoint: 
Resistance in your October issue [that 
would be Tom Chick —ed] hasn't learned 
much from the original version. In my 
opinion, it's a must-have for any fan of the 
series. It’s way better than the original, 
both in graphics and tactical options. It's 
also more immersive. 

Wasakero 


It's Magic... the Gathering 
I found your review of Magic the Gathering 
Online [CGM 143] very nice and compli- 
mentary, but I fear you forgot to mention 
one very important thing. Whenever you 
collect a full set of cards, you can redeem 
them for real life cards. I mention this 
because readers might be afraid they will 
never see a return on the investment. 
Richard Dow 


Random Incoherence 
Damn you, Ed, your warning about nose 
vomit [Rebound, CGM 143] induced nose 
vomit. 

Greenbarron 


I need a hug... but not from Steve Bauman, 
cuz, you know, that’d be really awkward 
and stuff. 

Fred Cordes 


Will someone please give Fred a very masculine, 
non-sexual, hug? —ed 


ERRATA 


We got the name of Panther Games first title incor- 
rect in our review of Airborne Assault. It was Fire 
Brigade, not Red Brigade. We regret the mistake. 


ADVERTISER INDEX 

Activision [www.activision.com] 

Bethesda [www.bethsoft.com] 

CDV [www.cdv.de] 

Chips & Bits [www.chipsbits.com] 

Creative Labs [www.creative.com] 

Disney Interactive [www.disney.com] 

Dreamcatcher [www.dreamatchergames.com] ....... 61, 87 
Earthlink [www.earthlink.net] 

Electronic Arts [www.ea.com] 

Fox Interactive [www.foxinteractive.com] 

Funcom [www.funcom.com] ................. 49, 51, 53 
HPS [www.hpssims.com] 


iGames [www.igames.com] 

Infogrames [www.infogrames.com] 

Intel [www.intel.com] 

Jaleco [www.jaleco.com] .................... 44, 45, 47 


Microsoft [www.microsoft.com] 8-9, 75, 100-101 
Sierra [www.sierra.com] ...................... 27, 111 
Simon & Schuster [www.mysimon.com] 

Sony [station.sony.com] 

Strategy First [www.strategyfirst.com] 14-15, 81, 95, 106-107 
Vivendi Universal [www.vivendi.com] 116-117 
Westwood Studios [www.westwood.com] 

Wizards of the Coast [www.wizards.com] 


WWW.CGONLINE.COM 


109 


110 


ode on а franchise burn 


Attempting to transcend the constraints of a medium 


What's in a name? That which we call Dude, Where's My Car? 
By any other name would smell as < cough > sweet. 

So Men-in-Black-the-game would, were it not Men-in-Black called, 
Retain that slick hilarity which it owes 

Without that title. 


Right? Not necessarily. 

A few years ago, I talked about the fate of games based on the own- 
ership of (or the cleverly-attained rights to the use of) various film or 
television properties, and bemoaned the fact that rarely did we see 
anyone “get it right." I hypothesized that publishers with a hot 
license gave short shrift to the development side of the project, 
assuming that in order to profit or break even, they only needed to 
sell the name. After all, LucasArts has made so many bad Star Wars 
games that you have to wonder.... So as I was wondering (which 
only happens when certain planets are in alignment or when I’m 
performing cerebral activities like scouring the bathroom), it 
occurred to me that the explanation about who or what is at fault 
when these initially tantalizing products simply don't work is a 
whole lot simpler than I had imagined. You can attribute it to this: 
you can't mix apples and oranges. Please do quote me. 

Designers have been trying to build compelling interactive 
gamestories since there have been story-based games. The 
dinosaur...ahem...the veteran game designer Chris Crawford has 
written a billion rather didactic but interesting articles that explore 
the concept of "Interactive Storytelling" (although he eschews that 
phrase). *One of the points of confusion that I often encounter in 
talking about interactivity with writers is their confusion of non-lin- 
earity with interactivity," says Crawford. "They recognize that con- 
ventional stories are linear, and interactivity isn't like a conventional 
story, and at this point in their thinking they insert the concept of 
non-linearity. The thinking seems to be that, if they could only 
design a ‘nonlinear story’, whatever that might be, then they've 
attained interactivity, or something worthwhile." Epic's Unreal 
designer Cliff Bleszinski, wunderkind to Crawford's elder-wunder, 
puts it more simply. He says, "It's hard to make a game." 

Holders of these golden licenses have little leeway in their 
attempts to build stories in a ground-up or top-down fashion. Too 
much content and presupposition already exists, be it in a novel, 
film, television show, or any other non-interactive medium. 

Simon Price, an analyst for International Development Group said, 
“А licensed game still has to be a good game to sell well, but not 
necessarily as good a game as a nonlicensed game. The Hollywood 
license will carry some of the heavy lifting for the game.” Well cer- 
tainly it will, but until someone figures out how to really translate 
linear prose, film, and television into interactive media (and no one 


CGM | DECEMBER 2002 


has so far), we'll still come up short. 

So you see, I'm fairly skeptical about the 
upcoming Tron, The Matrix, and the Lord 
of the Rings and Harry Potter sequels. And 
it seems that the inverse is true as well. 
Check out this filmography: Super Mario 
Brothers (1993), Double Dragon (1993), 
Street Fighter (1994), Mortal Kombat and 
Mortal Kombat: Annihilation (1995), Wing 
Commander (1999), Battle Arena 
Toshinden (1997), Samurai Showdown 
(1995), Fatal Fury and Fatal Fury 2 (1994- 
95), Final Fantasy: Legend of the Crystals 
(1994), Tekken (1998), Lara Croft: Tomb 
Raider (2001), Final Fantasy, The Spirits 
Within (2001), and more! Almost all 
would agree that these so-called technolu- 
dic films lack the meat found in their 
videogame counterparts. There simply isn't 
enough to engage us, because the games 
require something from us that films sim- 
ply do not: input. Remember when Clue- 
the-movie tried to engage audiences into 
“voting” about which of the three endings 
the cinema should play during a given 
showing? Woohoo, interactivity! Not. And 
before I begin to drag Marshall McLuhen 
into this, Га better stop... 

Each of the media that we are faced 
with on a day-to-day basis has a different 
requirement at its core. And that's OK. But 
for those who still think that they may be 
able to harness the true essence of any one 
of them during and after its translation to 
another—and there will be those who will 
still try—good luck. At any rate, I don't 
think we'll be seeing Anna Karenina 3D, 
Of Mice and Men and ‘Mechs, or The 
Brothers Karamazov Online anytime soon. 
Thank goodness. e 


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PHIL STEINMEYER 


112 


come on in, the wate] 


(And you don't even have to quit your day ob 


So you just plunked down your hard-earned cash on Turnip Tycoon 
and discovered the game sucks. “They’ve got the growing seasons all 
wrong, and they definitely need to add the ability to grow rutabagas, 
too,” you say to yourself. Rather than just nursing your wounds and 
hoping that Sim Swine Farm will be better, consider moving to the 
next level and actually participating in the game industry. There are 
numerous ways to have an impact on the game industry, and you 
don’t even have to get a job as a minimum wage tester of Pokemon 
Purple to take part. 

The simplest way to participate is via web forums. They let you 
read a broad variety of opinions about specific games and industry 
trends, and you can share your own pearls of wisdom quite easily, 
too. They offer the easiest and most direct link between game devel- 
opers and game players, and most major forums have several game 
industry participants, plus a larger number who lurk without posting. 

Your possible impact on the industry from posting is three-fold. 
First, forum participants help steer other gamers away from bad 
games and toward good ones. They help create word-of-mouth buzz 
for the industry in the same way the office water cooler does for 
movies and music. 

Second, every major game developer regularly reads the forums 
concerning their own games. Forum feedback helps developers prior- 
itize bug fixes and new features, and can even influence which 
games get sequels. We chose to do Railroad Tycoon II in part because 
the original Railroad Tycoon was still legendary in the forums five 
years after its original release. 

Finally, game developers sometimes strike up on-line conversa- 
tions with posters that may lead to the poster getting his or her first 
chance to do industry work. My company PopTop has used several 
freelancers who we discovered through forums and/or fan sites, and 
many other game developers have, too. Within the last 30 days, I've 
read forums for our own games at www.cafetropico.com and 
www.heavengames.com, and I’ve also read more generalized indus- 
try forums at www.gonegold.com, www.bluesnews.com, www.quar- 
tertothree.com, and yes, even www.fatbabies.com. 

Posting in a forum takes five minutes. If you're willing to invest 
five hours, consider making a map or level for your favorite game. 
Strategy games in particular typically come with easy to use level 
editors. Start by looking at some of the maps that came with the 
game. For your first attempt, don't try to make a ultra-all-encompass- 
ing megamap—you’d never finish it and it would suck if you did. 
Start with a small one-on-one map, then have a friend or two 
playtest it, use that feedback to make tweaks, and upload it to a fan 
site. After you've made a couple, start tackling larger, more complex 
ones, and if the game has one, tinker with the event editor or script- 
ing language. At the very least, you'll gain a deeper appreciation for 
the complexities of designing and balancing levels. If you're lucky, 


CGM | DECEMBER 2002 


tT 


7а 


the game's developer may even рау yot 
include your level in a future expansion — 
pack or gold edition. PopTop paid for, 
included, over 40 user-made maps in 
Railroad Tycoon II Platinum. ; 

If you're willing to move from a five 
hour investment to a 50-hour one, cons 
er joining the mod community. Mods 
range from very simple graphics and 
weapons tweaks that take only a week or 
two to make, up to virtual re-writes of the 
original game taking a year or more. 
Again, study existing mods and start with 
something simple. Use fan sites and 
forums to hook up with other mod-mak- 
ers. If you do come up with a solid mod, 
you can usually leverage that to gain an 
entry-level job in the industry. 

Finally, if you can spare three or four 
days and the price of a plane ticket, consider 
volunteering at the annual Game 
Developer's Conference. The next one is in 
San Jose in early March, 2003. A full confer- 
ence pass costs several hundred dollars, but 
by volunteering for a day, you can also 
attend a day for free. The conference has 
dozens of seminars and roundtables on 
every possible industry-related subject, and 
it's a great chance to make contacts and 
meet industry heavyweights. There's also an 
industry job fair there, with dozens of com- 
panies recruiting for all positions. Check out 
www.gdconf.com for more info. e 


YOU’ LL 
NEVER DIE 


سا 


WWW.cdv-neocron.com 
real-time sci-fi/cyberpun AN 
thousands of users can play at "ДҮ time \ & 
B / 


4 e State-of-the-art 3D engine 4 )/ 


еі Combines MMORPG and first-personsshooteg | 
1 technology i in an exciting first or third-p&rso 


TERACTIVE GAMK DIMENSION: 


combat view. Accuracy increases as you " E 
stats increáse E WE It's thé Bej ropolis of Neocron. Fightgn/he chaotic world along- 
f. vorago different maps ^ = side thouSands Ófco ine players against hideous paonsters and dreadful 
mutants for-BóWer'erd money. Live your life the way y ike it: be a PSI-Monk, 

GenTank, Private Eye, or Spy. 


e A prattically unlimited number of weapon 
systems created through combinations and 
extensions 


e Balance of Power (BoP) engine lets players 
transform their actions into share values for 
their factions and clans 


In order to survive the jungle of crime and corruption, you will have to increase your 
powers. A nearly unlimited weapons arsenal and communication with other players on 
the other will help you. Form alliances, but do it carefully, for intrigue and espionage 
await you. 
e NavRay System points the way to the right 

places Live your exciting life without regret in a dynamically changing 
e Ideal for playing in teams, clans or solo world: NEOCRON! 


A 
e 


REAKKTOR.COM 


BUILDING BETTER WORLDS. 


A сменом OF sowszen svetem iTo. 


cdv ) © 2002 CDV Software Entertainment USA ee 
All rights reserved. Subject to change. 


The content of this game may change due 
to interactive exchanges 


EL ha ЕБ. lute 


battlefield 2005 


Reality has left the building 


I'm in an airplane and I'm banking hard to the left. I’m using my 
mouse. I have to lift it up and move it in short sharp sweeps, as if I 
were brushing dirt off the mouse pad. This isn't so far removed from 
playing the original Red Baron with a keyboard, because back then I 
didn't have a joystick. Now I just can't be bothered to set it up, since 
I'm not going to be here long. 

This plane might look like a P-51 Mustang, but it's really a one- 
man troop transport with a Mustang skin. I'm going to jump out as 
soon as get over a spawn point, opening my parachute right before I 
hit the ground. My parachute is the sort of thing a superhero would 
wear, kind of like the special suit that guy wore in MDK to make the 
jumping puzzles easier. 

I had to race to get this plane because there were about six of us 
waiting for it. You'd think everyone would defer to me, since my 
online name is Billy Mitchell. Maybe they don't know Brigadier 
General Billy Mitchell was an early champion of air power. He's 
probably spinning in his grave at me jumping from a fighter instead 
of wasting my time riding in one of those boats where nine times out 
of the ten the driver doesn't even know how to open the front door. I 
don't think this is what Mitchell had in mind when he argued that 
airplanes made navies obsolete, but he had the right idea. 


44 There's no room for realism in computer 
games, which have succumbed to the 
broad appeal of whimsy and pacing. PP 


I used to be a wargamer and a flight simmer. I used to count 
hexes and look up numbers on hit result tables. I used to know 
when a stall was coming and that I should apply opposite rudder 
during a spin. I used to know the front armor value of an M4A1 
Sherman vs. the penetration value of a Tiger’s 88mm gun. Now I 
crouch behind tanks with my magic wrench. If I’m crouched behind 
a Sherman tank and a bunch of newbies are plinking at it with their 
panzerschrecks, my magic wrench can fix the tank faster than they 
can chip away its front armor. It’s like a real-time strategy game 
where a bunch of peasants can repair your town center faster than 
the other guy’s archers can shave down its hit points. 

The year is 1942. I know this from the title of Battlefield 1942. l'm an 
American fighting in the bocage, something that didn't really happen in 
1942, unless it was North African bocage. But no one cares about real- 
ism anymore. Ever since Panzer General, and especially Saving Private 


Ryan, World War П is just source material, a 
licensed property that's gone over to public 
domain. Omaha Beach is just a map and 
swastikas are in poor taste. 

Unlike wargames and flight sims, you 
never have a problem finding opponents, 
although their average mental age is fif- 
teen. And a half, on a good server. It's a 
blasé new world, carefree and easy. You 
don't have a flight model, you'll never 
have to land because it's easier to just 
jump out, and you can use the B-17 asa 
tactical support bomber, tracing lazy eights 
in the sky over a small patch of ground, 
using the ball turret to strafe the Germans 
thirty years before the AC-130 Spectre gun- 
ship was even a gleam in Lockheed's eye. 

There's no room for realism in computer 
games, which have succumbed to the 
broad appeal of whimsy and pacing. War 
is now long stretches of sheer terror punc- 
tuated by moments of boredom as the map 
loads. Computer games live in the domain 
of the unreal with snot guns and monster 
kills, where most gamers would notice 
whether Bleszinski's name was misspelled 
but wouldn't know Grigsby from Grisby, 
Tiller from Tiler, or Koger from Kroger. TK 
isn't a developer, he's the guy you kick 
from your server. 

But that's okay. I'm on board for all this 
for now. I'm having fun and that's all that 
matters, right? Now that America has 
worked out her Vietnam issues, that war is 
fair game for ValuSoft shooters and 
Platoon adaptations. So NovaLogic is skip- 
ping ahead to the modern day source 
material, doing the Mogadishu stomp with 
Black Hawk Down and the Afghanistan 
tour with Delta Force: Task Force Dagger. 
This is cutting edge, ultra topical, death- 
match action with CNN immediacy. 
Headshots and Taliban. 

Okay, here's where I get out. I would 
say I’m punching Elvis, but no one under- 
stands Sierra Hotel talk anymore. So I'll 
just say "Geronimo!" and see you some- 
where between Saigon and Kabul. e 


Computer Games Magazine (ISSN 0955-4424) is published monthly by Strategy Plus, Inc. Subscription rate is $19.97 for a one year 
subscription, $31.97 Canada. Periodical postage paid at Richmond, VT 05477 and additional mailing offices. Produced in U.S.A. 
Postmaster: Send address changes to Computer Games, PO Box 1965, Marion, OH 43306. 


114 CGM | DECEMBER 2002 


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including internal connectivity drive 
with Creative Inspire" 6.1 6600 — 

the only PC speaker system with 
rear center speaker and 120 watts 
system power. 


For more information, check out 
www.soundblaster.com. 


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